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

Game Master Yewstance

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

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

Curse of Poisoning

Spoiler:
Curse of Poisoning
Scourge B
Traits
Curse
Poison

Check
None

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

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

TRADERS & TRADER RULES:
Sunburst Market basic boons
Available Traders

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

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


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

Blessing of Pharasma in effect.

Lini's legs are short but she finally sprints ahead. Only to see dolls ahead.

"You are not the friendly dolls from earlier are you?"

Their attack is answer enough.

Garden of Symmetry Card 3: Warrior Dolls:

Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

Like many threats, Lini responds with deadly fire.

combat 10 +8 casting Pyrotechnic Blast but not recharging it and revealing Pteranodon: 2d10 + 3d4 + 8 ⇒ (10, 8) + (4, 1, 2) + 8 = 33

Recharge Blessing of Milani to location effect. Recharge Pteranodon and Frilled Lizard to close Garden of Symmetry.

on close effect: 1d6 ⇒ 3

Recharge last 2 cards in hand.

Lini's animal friends lead everyone to the Scorched Ruins.

Refresh hand. End turn.

Lini wrote:

Hand: Magnetic Grimoire, Binder's Tome, Cure 1, Wolverine, Mastiff, Channel the Gift,

Displayed:
Deck: 12 Discard: 2 Buried: 0
"Notes: Channel the Gift: Discard to let a character at this location search their deck for a spell and put it in their hand. (Emergency use only please.)

Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.

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

Location: Scorched Ruins"
Sideboard cards:

Skills and Powers:
SKILLS

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

Role: Wild Warden
Favored Card: Ally
Hand Size 6
Proficient with: Weapons
Powers:
<Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
<Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) 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>

Ahead Lini spots... examine top cards: 1d4 ⇒ 4
A Vanth and a Corridor Dart Trap. She lets her allies know.

Banishing Scorched Ruins card 1 and 4. Both armor 2s.


During This Adventure:

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.

    During This Scenario:

  • After creating the blessings deck, roll 2d4 and set that number of blessings aside; put the villain Behemoth Golem on top of the blessings deck, then put the set-aside cards on top of the Behemoth Golem.
  • All characters start at the Catacombs. When a location is closed, move all characters at that location to the next location on the list and banish the closed location. Otherwise, characters may not move.

  • The difficulty to defeat banes that have the Construct trait is increased by 1d8.

  • At the end of your turn, if your location deck is empty, each character at your location is dealt 1d4 Combat damage, then close your location. Otherwise, examine the top 1d4 cards of your location deck; you may banish any number of examined boons. After the examination, you are dealt an amount of Combat damage equal to the number of examined boons you put back.

  • To win the scenario, close all of the locations.
    =
    Additional Rules: =
    HENCHMEN:
    Alchemical Golem:

    Henchman B
    Type: Monster
    Traits: Construct Alchemical
    To Defeat: Combat 10
    The Alchemical Golem is immune to the Attack, Mental and Poison traits.

    If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
    1. Fire damage.
    2. Poison damage.
    3. Acid damage; then discard a weapon or an armor.
    4. Electricity damage; after the encounter, end your turn.

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

    Graven Guardian of Nethys:

    Henchman 1
    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.

    You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.

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

    Mining Construct:

    Henchman B
    Type: Monster
    Traits: Construct
    To Defeat: Combat 10
    The Mining Construct is immune to the Mental and Poison traits.

    If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box.

    Tephu Librarian:

    Henchman 3
    Type: Monster
    Traits: Construct
    To Defeat: Combat Wisdom Knowledge Diplomacy 12
    The Tephu Librarian is immune to the Poison and Mental traits.

    Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.

    If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from. If undefeated, move to a random other location.

    Warrior Dolls (Multiple):

    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number.

    If the check to defeat has the Fire trait, add 1 die.

    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.

    =
    Turn: 8, Darago/AAUGHWHY

    Random Monsters:

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

    Monster 2

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

    Monster 3

    Spoiler:
    Guardian Scroll
    Monster 1
    Traits: Construct Elite
    To Defeat: Stealth 8 OR Combat 11
    The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.

    Monster 4

    Spoiler:
    Elemental Arachnid
    Monster 4
    Traits: Construct
    To Defeat: Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Monster 5

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

    Random Barriers:

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

    Barrier 2

    Spoiler:
    Collapsing Sphinx
    Barrier 4
    Traits: Trigger Obstacle Sphinx
    To Defeat: Dexterity Stealth Perception Wisdom 12
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.

    Barrier 3

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

    Barrier 4

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

    Barrier 5

    Spoiler:
    Hungry Fog
    Barrier 3
    Traits: Obstacle Magic Acid
    To Defeat: Wisdom Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Random Weapons:

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

    Weapon 2

    Spoiler:
    Returning Throwing Axe +1
    Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.

    Weapon 3

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

    Weapon 4

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

    Weapon 5

    Spoiler:
    Staff of Dark Flame
    Weapon 3
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee Arcane Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

    Random Spells:

    Spell 1
    Spoiler:
    Chain Lightning
    Spell 3
    Traits: Magic Arcane Attack Electricity
    To Acquire: Intelligence Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Spell 2

    Spoiler:
    Knock
    Spell 1
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Spell 3

    Spoiler:
    Mistform
    Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 10
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 4

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

    Spell 5

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

    Random Armor:

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

    Armor 2

    Spoiler:
    Reed Snake Armor
    Armor 3
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 10
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3

    Spoiler:
    Crocodile Skin Helmet
    Armor B
    Traits: Light Armor Elite
    To Acquire: Constitution Fortitude 6
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check. If proficient with heavy armors, you may reveal this card instead of recharging it.
    If proficient with light armors, you may recharge this card to examine the top card of your location.

    Armor 4

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

    Armor 5

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

    Random Items:

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

    Item 2

    Spoiler:
    Effigy of Anubis
    Item 3
    Traits: Trigger Object Magic Anubis
    To Acquire: Intelligence 10 OR Charisma Diplomacy 8
    When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
    When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Item 3

    Spoiler:
    Staff of Minor Healing
    Item 1
    Traits: Staff Magic Divine Healing
    To Acquire: Wisdom Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

    Item 4

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

    Item 5

    Spoiler:
    Scarab Sand
    Item 3
    Traits: Object Alchemical Mummy
    To Acquire: Intelligence Craft Arcane 9
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

    Random Allies:

    Ally 1
    Spoiler:
    Druid of the Storm
    Ally 2
    Traits: Human Druid Veteran
    To Acquire: Divine 7 OR Charisma Diplomacy 9
    Discard this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

    Ally 2

    Spoiler:
    Terhk Fourwinds
    Ally C
    Traits: Half-Orc Fighter
    To Acquire: Charisma Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
    At the end of your turn, recharge this card to move to another location.
    Discard this card to explore your location.

    Ally 3

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

    Ally 4

    Spoiler:
    Fire Gecko
    Ally B
    Traits: Animal Elemental Fire
    To Acquire: Wisdom Survival 4
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

    Ally 5

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

    Random Blessings:

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

    Blessing 2

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

    Blessing 3

    Spoiler:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card 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 4

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

    Blessing 5

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 24

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Qualzar

    Spoiler:
    Blessing of Anubis
    Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 2 - Turn 2 Skizza

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

    Blessings Deck Card 3 - Turn 3 Estra

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

    Blessings Deck Card 4 - Turn 4 Cogsnap

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

    Blessings Deck Card 5 - Turn 5 Lini

    Spoiler:
    Behemoth Golem
    Villain 4
    Type: Monster
    Traits: Construct
    To Defeat: Combat 27
    When this card is discarded from the blessings deck, either bury 1d4 cards or encounter the Behemoth Golem. Then roll 2d4; if there are fewer than that number of cards left in the blessings deck, banish this card. Otherwise, set aside that number of cards from the blessings deck, put the Behemoth Golem on top of the blessings deck, then put the set-aside cards on top of the Behemoth Golem.
    The Behemoth Golem is immune to the Attack, Mental, and Poison traits.
    Damage dealt by the Behemoth Golem is dealt to all characters.

    Blessings Deck Card 6 - Turn 6 Darago

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

    Blessings Deck Card 7 - Turn 7 Qualzar

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

    Blessings Deck Card 8 - Turn 8 Skizza

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

    Blessings Deck Card 9 - Turn 9 Estra

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

    Blessings Deck Card 10 - Turn 10 Cogsnap

    Spoiler:
    Blessing of Anubis
    Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 11 - Turn 11 Lini

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

    Blessings Deck Card 12 - Turn 12 Darago

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

    Blessings Deck Card 13 - Turn 13 Qualzar

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

    Blessings Deck Card 14 - Turn 14 Skizza

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

    Blessings Deck Card 15 - Turn 15 Estra

    Spoiler:
    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.

    Blessings Deck Card 16 - Turn 16 Cogsnap

    Spoiler:
    Blessing of Anubis
    Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 17 - Turn 17 Lini

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

    Blessings Deck Card 18 - Turn 18 Darago

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

    Blessings Deck Card 19 - Turn 19 Qualzar

    Spoiler:
    Blessing of Isis
    Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 20 - Turn 20 Skizza

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

    Blessings Deck Card 21 - Turn 21 Estra

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

    Blessings Deck Card 22 - Turn 22 Cogsnap

    Spoiler:
    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.

    Blessings Deck Card 23 - Turn 23 Lini

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

    Blessings Deck Card 24 - Turn 24 Darago

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

    Location #6: Scorched Ruins
    At This Location (Open): After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack, Cogsnap/VampByDay, Estra/Yewstance, Qualzar/EmpTyger, Skizza/agent_eclipse, Darago/AAUGHWHY

    Scorched Ruins Card 1 (Vanth):
    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Scorched Ruins Card 2 (Corridor Dart Trap):
    Corridor Dart Trap
    Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Scorched Ruins Card 3:
    Poison Blade Trap
    Barrier B
    Traits: Trap Poison Slashing Elite
    To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.
    Scorched Ruins Card 4:
    The Evil Eye
    Barrier C
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.
    Scorched Ruins Card 5:
    Ubashki Swarm
    Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
    Scorched Ruins Card 6:
    Staff of Uraeus
    Weapon 3
    Traits: Staff Melee Bludgeoning 2-Handed Poison Magic Elite
    To Acquire: Strength Melee Charisma 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
    Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.
    Scorched Ruins Card 7:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Scorched Ruins Card 8:
    Channel the Gift
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    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 14 check to recharge this card instead of discarding it.

    Location #7: Earthworks
    At This Location (Open): 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 ?: 1
    Located/Displayed Here: None

    Earthworks Card 1:
    Baited Jewel Box
    Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Earthworks Card 2:
    Smoked Glass Goggles
    Item C
    Traits: Accessory
    To Acquire: Intelligence Craft Wisdom Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
    Earthworks Card 3:
    Crystal Stalker
    Monster 1
    Traits: Trigger Elemental Outsider Elite
    To Defeat: Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Earthworks Card 4:
    Poison Blade Trap
    Barrier B
    Traits: Trap Poison Slashing Elite
    To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.
    Earthworks Card 5:
    Graven Guardian of Nethys
    Henchman 1
    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.
    You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Earthworks Card 6:
    Scribe
    Ally 4
    Traits: Human Hireling
    To Acquire: Intelligence Knowledge Charisma Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Earthworks Card 7:
    Geniekin
    Monster B
    Traits: Trigger Elemental Outsider Janni Veteran
    To Defeat: Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
    Earthworks Card 8:
    Filter Hood
    Armor B
    Traits: Accessory Light Armor Elite
    To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
    Earthworks Card 9:
    Bal Themm
    Ally 2
    Traits: Human Cleric
    To Acquire: CharismaDiplomacy 10
    Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
    Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.
    Earthworks Card 10:
    Silken Ceremonial Armor
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma 11
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

    Location #8: Scorched Obelisk
    At This Location (Open): When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Lightning Storm DISPLAYED

    Scorched Obelisk Card 1:
    Inevitable Trap
    Barrier 3
    Traits: Trigger Trap Skirmish Magic
    To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.
    Scorched Obelisk Card 2:
    Crocodile Skin Lamellar
    Armor B
    Traits: Light Armor Elite
    To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Scorched Obelisk Card 3:
    Galvanic Chakram +1
    Weapon 1
    Traits: Knife Ranged Slashing Electricity Magic Elite
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
    If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
    Scorched Obelisk Card 4:
    Blessing of the Ancients
    Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Scorched Obelisk Card 5:
    Elder Ifreeti
    Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
    Scorched Obelisk Card 6:
    Dry Quicksand
    Barrier B
    Traits: Trap Elite
    To Defeat: Dexterity Acrobatics Wisdom Survival 9
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
    Scorched Obelisk Card 7:
    Brain Ooze
    Monster 2
    Traits: Ooze Electricity Elite
    To Defeat: Combat 12
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.
    Scorched Obelisk Card 8:
    Bonestorm
    Monster 4
    Traits: Undead Swarm
    To Defeat: Combat 17
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
    Scorched Obelisk Card 9:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Scorched Obelisk Card 10:
    Tarworks Master
    Ally B
    Traits: Dwarf
    To Acquire: Craft Charisma Diplomacy 10
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.


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

    Thanks for the heal! Starting turn under Blessing of the Ancients

    As Darago takes the lead again, he's intercepted by a Card 1: Vanth. It finished taking the captives to the boneyard and now its come for the party!

    BYA Scourge: 1d8 ⇒ 8 Curse of the Sphinx

    For the Combat, Play Acid Rain to use Arcane+3d6+9.Reveal Lini's Grimoire for +1d4. Reveal my Mask for +2

    Combat 13: 1d10 + 3d6 + 1d4 + 17 ⇒ (4) + (5, 3, 5) + (4) + 17 = 38
    Recharge Acid Rain Arcane 12, revealing Mask (and Lini's Grimoire, since the check should still invoke Acid): 1d10 + 1d4 + 8 ⇒ (10) + (2) + 8 = 20

    The Vanth dissolves into nothing; there isn't even enough for Darago to bring back... Electing to not add Vanth to my hand since I still have the Tekenu

    Darago's sphinx radiates with an ominous light. In a flash, it bursts open and Erayu bursts forth, giving Darago important insights before disappearing again. Banish Mythopoeic Sphinx to draw Erayu. Discard Erayu to recharge spelldagger and explore again, adding 1d8 to INT checks.

    The party finally arrives at the Card 2: Corridor Dart Trap that Lini warned them about. Darago conjures a flaming serpent to trip all the traps for them. Play Fire Snake to use Arcane to defeat. Lini's Grimoire adds 1d4. My Mask adds 2. Erayu adds 1d8

    Disable 14: 1d10 + 1d8 + 1d4 + 8 ⇒ (1) + (3) + (4) + 8 = 16
    Recharge Fire Snake Arcane 8, revealing Mask: 1d10 + 8 ⇒ (7) + 8 = 15

    With the darts taken care of, the party continues running for their life!

    Recharge Mask to banish Curse of the Sphinx

    End of Turn Examine Cards: 1d4 ⇒ 1 Next Card is Poison Blade Trap

    End Turn

    Darago wrote:

    Hand: Tekenu (Acquired), Fox, Magnetic Grimoire, Staff of Minor Healing, Volcanic Storm, Ghost Whip, Life Drain,

    Displayed:
    Deck: 12 Discard: 1 Buried: 1
    "Notes: Magnetic Grimoire: Reveal for +1d4 to check that invokes Acid, Cold, Electricity, Fire, or Poison
    Tekenu: Banish for +1d4
    Fox: Discard for +1d4 to INT/WIS check"
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size: 7
    Proficient with: None
    Powers:
    When you acquire a card that has the magic trait during your exploration, you may immediately explore again.
    Add 1d4 ([X] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
    [X] When you defeat a monster that has the Undead trait ([X] or any monster) and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 ([ ]+1) ([ ]+2) to your check([X] or a check by any character at the location).
    [ ] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.


    Male Gnome Sorcerer/Impeller Deck Handler

    Blessing 1: Anubis o’clock
    Giving Healer’s Kit to Estra

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

    As Estra joined him down memory lane, Qualzar gave her the healer’s kit. “Just like the time you healed me after Khelru’s poison blade trap!” the gnome said brightly. “Ah, good times.”

    Exploring Scorched Ruins 1: Poison Blade Trap

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

    Darago reveals Magnetic Grimoire. Estra reveals Neferekhu and must make a Diplomacy 8 check.
    Knowledge 7: 3d10 + 3 + 1d4 ⇒ (9, 10, 2) + 3 + (1) = 25
    Poison Blade Trap is banished
    Qualzar nostalgically extracted the blade from the trap Darago found. “They don’t make them like they used to,” sighed the gnome, tossing the blade carelessly away.

    Ending turn
    Examined cards: 1d4 ⇒ 4
    Examining Scorched Ruins 4: Evil Eye, Scorched Ruins 5: Ubashki Swarm, Scorched Ruins 6: Staff of Uraeus, Scorched Ruins 7: Warrior Dolls

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

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

    Staff of Uraeus:
    Weapon 3
    Traits: Staff Melee Bludgeoning 2-Handed Poison Magic Elite
    To Acquire: Strength Melee Charisma 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
    Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.

    Warrior Dolls:
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scourge: 1d8 ⇒ 2
    Evil Eye is triggered. Displaying Curse of Poisoning. Banishing Evil Eye
    Cogsnap recharges Remove Curse
    Curse of Poisoning is banished

    Qualzar was so dismissive of the poison that he jinxed it, but Cogsnap could handle the accidental exposure.

    Ubashki Swarm is triggered. Qualzar cannot make a Stealth 6 check. Summoning an Ubashki Swarm.
    Discarding Bloodroot Poison as an Attack Force Magic spell

    Combat 8: 1d10 + 5 + 1d6 + 3 ⇒ (8) + 5 + (1) + 3 = 17
    Skizza reveals Shock Musket +1 and must make a reload check
    (Skizza) Combat 8: 1d10 + 5 + 1d10 + 1 ⇒ (3) + 5 + (5) + 1 = 14
    Ubashki Swarm is banished
    Everyone must summon an Ubashki Swarm
    Attracted by the noise, a pack of undead beasts ran towards the party. The sorcerer impelled the first undead into skidding on a patch of slippery bloodroot. The monster flailed off-balance until Skizza blasted it.
    “Ubashki? More like *we*bashki!” giggled Qualzar.

    Uraeus Staff is banished. Ubashki Swarm and Warrior Dolls are topdecked back on Scorched Ruins.
    Resetting hand

    The noise attracted more undead as well as some constructs, moving forward destroying everything in their path.

    Qualzar wrote:

    Hand: Mist Horn, Dredge, Swipe, Wall of Fire, Robe of Energy Resistance, Kafar, Elemental Mastery,

    Displayed:
    Deck: 10 Discard: 5 Buried: 0
    Notes:
    Ask before using: Swipe (discard for -3 to combat difficulty)
    Can use without asking: Elemental Mastery (discard for +1d10 to defeat monster invoking Acid/Cold/Electricity/Elemental/Fire/Poison at my location/+3 dice if invoking Acid/Cold/Electricity/Elemental/Fire/Poison at my location to acquire ally); Mist Horn (display at any location to prevent 3 monster damage there until start of my next turn)

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: None
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) ([] +4) and add the Attack, Mental ([X] or Force), and Magic traits.  This counts as playing a spell.
    When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from).  This counts as playing a spell that has the Arcane and Mental traits.
    [] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
    [] Reduce Combat damage dealt to you by 2 ([] 3).
    [] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.
    Die bumps: 3


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

    Lini is caught unawares and flails at the swarm while her Wolverine has some snacks.

    combat 8 revealing Wolverine: 2d4 + 3 ⇒ (2, 3) + 3 = 8

    combat 8 revealing Wolverine: 2d4 + 3 ⇒ (1, 3) + 3 = 7

    Mist Horn would prevent that 1 dmg and of course any other dmg here. Or Lini can discard Wolverine. I'll leave it up to Qualzar.

    Constitution 7 revealing Wolverine: 1d8 + 1d4 + 3 ⇒ (4) + (2) + 3 = 9


    Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Cogsnap starts wildly stabbing around with his dagger cauterizing Blade
    Combat 8/10 vs 1d10+3(dex)+1(Ranged)+1d4+2(Dagger): 1d10 + 1d4 + 6 ⇒ (9) + (2) + 6 = 17
    And again.
    Combat 8/10 vs 1d10+3(dex)+1(Ranged)+1d4+2(Dagger): 1d10 + 1d4 + 6 ⇒ (10) + (4) + 6 = 20

    Silver Crusade

    Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

    OFF-TURN:

    Estra is given Healer's Kit.

    Estra makes a check against Neferekhu after revealing it for Qualzar.
    Estra displays Create Mindscape at the Scorched Ruins to add 1d4 to all Charisma, Intelligence and Wisdom checks there.

    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 5 + 1d4 ⇒ (8) + 5 + (4) = 17 -> No effect. Estra draws a card (Cleric of Nethys (Dip9)) for passing a Charisma check.

    Estra summons and encounters a Ubashki Swarm.
    Estra reveals Codex of Conversations and sets aside Mindblade for combat, with an added reroll option.
    Codex of Conversations: Diplomacy 9 (Create Mindscape): 1d10 + 5 + 1d4 ⇒ (2) + 5 + (2) = 9 -> Estra draws a card (Marianix Karn) for passing a Charisma check. Mindblade recharged.
    Combat 8 (Perception): 1d10 + 4 + 1d12 + 1d4 ⇒ (4) + 4 + (2) + (2) = 12 -> First check passed, Estra draws a card (Blessing of Nethys) for passing a combat check.

    Estra sets aside Swipe for combat; The difficulty of the combat check is decreased by 3.
    Combat 8-3 (Divine): 1d10 + 4 + 1d8 + 1d4 ⇒ (8) + 4 + (8) + (2) = 22 -> Ubashki Swarm defeated. Estra draws a card (Honaire) for passing a combat check.
    Swipe Recharge: Divine 10 (Neferekhu): 3d10 + 4 + 1d4 ⇒ (9, 9, 5) + 4 + (4) = 31 -> Swipe recharged.
    Neferekhu: Diplomacy 8: 1d10 + 5 + 1d4 ⇒ (5) + 5 + (1) = 11 -> No effect. Estra draws a card (Spear of the Watchful Guardian) for passing a Charisma check.

    Ubashki Swarm defeated by 2 both times.

    Estra wrote:

    Hand: Neferekhu, Codex of Conversations, Deliquescent Gloves, Healer's Kit, Cleric of Nethys (Dip9), Marianix Karn, Blessing of Nethys, Honaire, Spear of the Watchful Guardian,

    Displayed: Create Mindscape,
    Deck: 12 Discard: 4 Buried: 3
    Notes: You may always reveal NEFEREKHU to add 2 dice to each and every one of your Wisdom and Knowledge noncombat checks.
    Blessings are free to use.

    I'm lacking a strong combat option now, but the top of my deck is 4 armor cards - with one of them offering a potent combat check. I should be fine.


    Skizza and Darago must still encounter a Ubashki Swarm. A friendly reminder that you can always hand off a check-to-defeat to another player at your location, as long as you personally take on at least one.

    Both Skizza and Cogsnap are excellent choices for that, if so. Cogsnap can't roll lower than 8 on a combat check (but he can roll less than 10). Skizza's combat checks are even higher, I think - and I don't think Deadeye Pistol ever has to be reloaded.

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

    During This Adventure:

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.

    During This Scenario:

  • After creating the blessings deck, roll 2d4 and set that number of blessings aside; put the villain Behemoth Golem on top of the blessings deck, then put the set-aside cards on top of the Behemoth Golem.
  • All characters start at the Catacombs. When a location is closed, move all characters at that location to the next location on the list and banish the closed location. Otherwise, characters may not move.

  • The difficulty to defeat banes that have the Construct trait is increased by 1d8.

  • At the end of your turn, if your location deck is empty, each character at your location is dealt 1d4 Combat damage, then close your location. Otherwise, examine the top 1d4 cards of your location deck; you may banish any number of examined boons. After the examination, you are dealt an amount of Combat damage equal to the number of examined boons you put back.

  • To win the scenario, close all of the locations.
    =
    Additional Rules: =
    HENCHMEN:
    Alchemical Golem:

    Henchman B
    Type: Monster
    Traits: Construct Alchemical
    To Defeat: Combat 10
    The Alchemical Golem is immune to the Attack, Mental and Poison traits.

    If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
    1. Fire damage.
    2. Poison damage.
    3. Acid damage; then discard a weapon or an armor.
    4. Electricity damage; after the encounter, end your turn.

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

    Graven Guardian of Nethys:

    Henchman 1
    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.

    You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.

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

    Mining Construct:

    Henchman B
    Type: Monster
    Traits: Construct
    To Defeat: Combat 10
    The Mining Construct is immune to the Mental and Poison traits.

    If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box.

    Tephu Librarian:

    Henchman 3
    Type: Monster
    Traits: Construct
    To Defeat: Combat Wisdom Knowledge Diplomacy 12
    The Tephu Librarian is immune to the Poison and Mental traits.

    Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.

    If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from. If undefeated, move to a random other location.

    Warrior Dolls (Multiple):

    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number.

    If the check to defeat has the Fire trait, add 1 die.

    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.

    =
    Turn: 10, Skizza/agent_eclipse

    Random Monsters:

    Monster 1
    Spoiler:
    Thunder Lizard
    Monster 3
    Traits: Dragon Electricity
    To Defeat: Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Monster 2

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

    Monster 3

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

    Monster 4

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

    Monster 5

    Spoiler:
    Burning Child
    Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

    Random Barriers:

    Barrier 1
    Spoiler:
    Shrieking Plant
    Barrier 1
    Traits: Trigger Obstacle Plant Elite
    To Defeat: Wisdom Stealth Perception Survival 8
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

    Barrier 2

    Spoiler:
    Hungry Fog
    Barrier 3
    Traits: Obstacle Magic Acid
    To Defeat: Wisdom Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    Barrier 3

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

    Barrier 4

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

    Barrier 5

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

    Random Weapons:

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

    Weapon 2

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

    Weapon 3

    Spoiler:
    Cat's Claws
    Weapon C
    Traits: Accessory Melee Piercing Elite
    To Acquire: Strength Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.

    Weapon 4

    Spoiler:
    Staff of Dark Flame
    Weapon 3
    Traits: Staff Melee Bludgeoning 2-Handed Magic Elite
    To Acquire: Strength Melee Arcane Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

    Weapon 5

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

    Random Spells:

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

    Spell 2

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

    Spell 3

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

    Spell 4

    Spoiler:
    Pillar of Life
    Spell 4
    Traits: Magic Divine Healing
    To Acquire: Wisdom Divine 12
    Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 5

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

    Random Armor:

    Armor 1
    Spoiler:
    Filter Hood
    Armor B
    Traits: Accessory Light Armor Elite
    To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

    Armor 2

    Spoiler:
    Armored Coat
    Armor C
    Traits: Heavy Armor Elite
    To Acquire: Constitution Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Armor 3

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

    Armor 4

    Spoiler:
    Falcon Crown
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.

    Armor 5

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

    Random Items:

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

    Item 2

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

    Item 3

    Spoiler:
    Key of the Second Vault
    Item C
    Traits: Object Magic Abadar
    To Acquire: Disable Perception Arcane Divine 10
    Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    Item 4

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

    Item 5

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

    Random Allies:

    Ally 1
    Spoiler:
    Sophronia
    Ally 4
    Traits: Undead Ghost Incorporeal
    To Acquire: Charisma Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check at your location.
    Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration.
    You may discard a card from the blessing deck to recharge this card instead of discarding it.

    Ally 2

    Spoiler:
    Basif Iosep
    Ally 2
    Traits: Half-Elf Shopkeeper Aspis
    To Acquire: Charisma Diplomacy 6
    At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
    Discard this card to explore your location.

    Ally 3

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

    Ally 4

    Spoiler:
    Aunty
    Ally C
    Traits: Human Cleric
    To Acquire: Divine Charisma Diplomacy 8
    Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
    Discard this card to examine the top 3 cards of your location. Then you may explore your location.

    Ally 5

    Spoiler:
    Sedja
    Ally 3
    Traits: Animal
    To Acquire: Charisma Diplomacy 11
    If you fail the check to acquire, you are dealt 1 Combat damage.
    Recharge this card to add 1d8 to your Knowledge or Survival check.
    Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

    Random Blessings:

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

    Blessing 2

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

    Blessing 3

    Spoiler:
    Blessing of Isis
    Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessing 4

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

    Blessing 5

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 22

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Estra

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

    Blessings Deck Card 2 - Turn 2 Cogsnap

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

    Blessings Deck Card 3 - Turn 3 Lini

    Spoiler:
    Behemoth Golem
    Villain 4
    Type: Monster
    Traits: Construct
    To Defeat: Combat 27
    When this card is discarded from the blessings deck, either bury 1d4 cards or encounter the Behemoth Golem. Then roll 2d4; if there are fewer than that number of cards left in the blessings deck, banish this card. Otherwise, set aside that number of cards from the blessings deck, put the Behemoth Golem on top of the blessings deck, then put the set-aside cards on top of the Behemoth Golem.
    The Behemoth Golem is immune to the Attack, Mental, and Poison traits.
    Damage dealt by the Behemoth Golem is dealt to all characters.

    Blessings Deck Card 4 - Turn 4 Darago

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

    Blessings Deck Card 5 - Turn 5 Qualzar

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

    Blessings Deck Card 6 - Turn 6 Skizza

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

    Blessings Deck Card 7 - Turn 7 Estra

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

    Blessings Deck Card 8 - Turn 8 Cogsnap

    Spoiler:
    Blessing of Anubis
    Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 9 - Turn 9 Lini

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

    Blessings Deck Card 10 - Turn 10 Darago

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

    Blessings Deck Card 11 - Turn 11 Qualzar

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

    Blessings Deck Card 12 - Turn 12 Skizza

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

    Blessings Deck Card 13 - Turn 13 Estra

    Spoiler:
    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.

    Blessings Deck Card 14 - Turn 14 Cogsnap

    Spoiler:
    Blessing of Anubis
    Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 15 - Turn 15 Lini

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

    Blessings Deck Card 16 - Turn 16 Darago

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

    Blessings Deck Card 17 - Turn 17 Qualzar

    Spoiler:
    Blessing of Isis
    Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 18 - Turn 18 Skizza

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

    Blessings Deck Card 19 - Turn 19 Estra

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

    Blessings Deck Card 20 - Turn 20 Cogsnap

    Spoiler:
    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.

    Blessings Deck Card 21 - Turn 21 Lini

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

    Blessings Deck Card 22 - Turn 22 Darago

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

    Location #6: Scorched Ruins
    At This Location (Open): After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
    M: 1 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack, Cogsnap/VampByDay, Estra/Yewstance, Qualzar/EmpTyger, Skizza/agent_eclipse, Darago/AAUGHWHY, Create Mindscape DISPLAYED

    Scorched Ruins Card 1 (Ubashki Swarm):
    Ubashki Swarm
    Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
    Scorched Ruins Card 2 (Warrior Dolls):
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Scorched Ruins Card 3:
    Channel the Gift
    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw it.
    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 14 check to recharge this card instead of discarding it.

    Location #7: Earthworks
    At This Location (Open): 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 ?: 1
    Located/Displayed Here: None

    Earthworks Card 1:
    Baited Jewel Box
    Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Earthworks Card 2:
    Smoked Glass Goggles
    Item C
    Traits: Accessory
    To Acquire: Intelligence Craft Wisdom Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
    Earthworks Card 3:
    Crystal Stalker
    Monster 1
    Traits: Trigger Elemental Outsider Elite
    To Defeat: Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Earthworks Card 4:
    Poison Blade Trap
    Barrier B
    Traits: Trap Poison Slashing Elite
    To Defeat: Dexterity Acrobatics 5 OR Disable Knowledge 7
    If undefeated, each character at this location is dealt 1d4 Poison damage.
    Earthworks Card 5:
    Graven Guardian of Nethys
    Henchman 1
    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.
    You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Earthworks Card 6:
    Scribe
    Ally 4
    Traits: Human Hireling
    To Acquire: Intelligence Knowledge Charisma Diplomacy 9
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Earthworks Card 7:
    Geniekin
    Monster B
    Traits: Trigger Elemental Outsider Janni Veteran
    To Defeat: Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
    Earthworks Card 8:
    Filter Hood
    Armor B
    Traits: Accessory Light Armor Elite
    To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
    Earthworks Card 9:
    Bal Themm
    Ally 2
    Traits: Human Cleric
    To Acquire: CharismaDiplomacy 10
    Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
    Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.
    Earthworks Card 10:
    Silken Ceremonial Armor
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma 11
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

    Location #8: Scorched Obelisk
    At This Location (Open): When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Lightning Storm DISPLAYED

    Scorched Obelisk Card 1:
    Inevitable Trap
    Barrier 3
    Traits: Trigger Trap Skirmish Magic
    To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.
    Scorched Obelisk Card 2:
    Crocodile Skin Lamellar
    Armor B
    Traits: Light Armor Elite
    To Acquire: Constitution Fortitude 5 OR Intelligence Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Scorched Obelisk Card 3:
    Galvanic Chakram +1
    Weapon 1
    Traits: Knife Ranged Slashing Electricity Magic Elite
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
    If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
    Scorched Obelisk Card 4:
    Blessing of the Ancients
    Blessing B
    Traits: Divine Basic
    To Acquire: Divine 3
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Scorched Obelisk Card 5:
    Elder Ifreeti
    Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
    Scorched Obelisk Card 6:
    Dry Quicksand
    Barrier B
    Traits: Trap Elite
    To Defeat: Dexterity Acrobatics Wisdom Survival 9
    If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
    Scorched Obelisk Card 7:
    Brain Ooze
    Monster 2
    Traits: Ooze Electricity Elite
    To Defeat: Combat 12
    The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.
    Scorched Obelisk Card 8:
    Bonestorm
    Monster 4
    Traits: Undead Swarm
    To Defeat: Combat 17
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
    Scorched Obelisk Card 9:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Scorched Obelisk Card 10:
    Tarworks Master
    Ally B
    Traits: Dwarf
    To Acquire: Craft Charisma Diplomacy 10
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.


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

    Darago conjures ghostly tendrils to hold the undead cats in place while Skizza lines up his shots. Play Ghost Whip to use Arcane+2d8. Power Adds 2d4.

    Combat 8: 1d10 + 2d8 + 2d4 + 6 ⇒ (5) + (5, 3) + (3, 1) + 6 = 23
    Recharge Ghost Whip Arcane 10: 1d10 + 6 ⇒ (10) + 6 = 16

    Requesting that Skizza take the other check so I can retain some attacking options for my next turn

    The Exchange

    Deck Handler

    Off-Turn:
    Reload (Shock Musket for Qualzar Ubashki Swarm Check 2): 1d12 ⇒ 3

    Encountering Ubashki Swarm.
    Reveal Shock Musket.
    Combat 8: 1d10 + 3 + 2 + 1d10 + 1 ⇒ (9) + 3 + 2 + (7) + 1 = 22
    Reload: 1d12 ⇒ 1 Shock Musket put on Top of Deck.
    Reveal Deadeye Pistol +1.
    Combat 8: 1d10 + 3 + 2 + 1d6 + 1 ⇒ (9) + 3 + 2 + (3) + 1 = 18 Defeated.

    Second Check for Darago.
    Reveal Deadeye Pistol +1.
    Combat 8: 1d10 + 3 + 2 + 1d6 + 1 ⇒ (4) + 3 + 2 + (5) + 1 = 15 Defeated.

    Skizza wrote:

    Hand: Swiftshooter, Scarab Buckler, Deadeye Pistol +1,

    Displayed: Dragonbreath Shot, Adamantine Bullets,
    Deck: 8 Discard: 5 Buried: 0
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:

    The Exchange

    Deck Handler

    Explore Scorched Ruins Card 1: Ubashki Swarm.
    Reveal Deadeye Pistol +1.
    Combat 8: 1d10 + 3 + 2 + 1d6 + 1 ⇒ (3) + 3 + 2 + (3) + 1 = 12

    Reveal Deadeye Pistol +1.
    Combat 8: 1d10 + 3 + 2 + 1d6 + 1 ⇒ (5) + 3 + 2 + (3) + 1 = 14 Defeated.

    Discard Swiftshooter to draw Shock Musket +1 then Explore Card 2: Warrior Dolls.
    Difficulty Increase: 1d8 ⇒ 5
    Reveal Shock Musket +1 and discard Dragonbreath Shot (Fire Trait).
    Combat 23: 1d10 + 3 + 2 + 1d10 + 1 + 2d6 + 1d10 ⇒ (10) + 3 + 2 + (1) + 1 + (5, 4) + (10) = 36 Very Defeated.

    Closing: Acquire Random Weapon 1: Shotel.
    Craft 7: 1d10 + 1 + 1 ⇒ (5) + 1 + 1 = 7 Acquired. Closed.

    Group is moved to Earthworks.

    Discard Scarab Buckler to Heal: 1d4 + 1 ⇒ (3) + 1 = 4 cards.

    Ending Turn.
    Examine Top: 1d4 ⇒ 1 cards.

    Card 1: Baited Jewel Box. (Trigger)
    1: Shock Musket +1, 2: Shotel, 3: Deadeye Pistol +1.
    Shuffled into Location: 1d3 ⇒ 2 Yay, stupid shotel is shuffled into location.

    Reset Hand.

    Skizza wrote:

    Hand: Shock Musket +1, Blessing of Sivanah, Blessing of Shizuru, Emerald of Dexterity, Blessing of Alkenstar 1, Deadeye Pistol +1,

    Displayed: Adamantine Bullets,
    Deck: 8 Discard: 4 Buried: 0
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:


    The Baited Jewel Box lets you pick which Weapon/Armor/Item to shuffle it - it never says it has to be random. I'm going to assume you would've picked the Shotel anyway for certain, though. :)

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

    Off-Turn:
    Estra reveals Neferekhu to add 2 dice to her noncombat Perception check to recharge Create Mindscape when its location closes, and reveals Spear of the Watchful Guardian to add another 1d6.

    Perception 9: 3d10 + 4 + 1d6 ⇒ (1, 8, 7) + 4 + (5) = 25 -> Create Mindscape recharged.
    Neferekhu: Diplomacy 8: 1d10 + 5 ⇒ (4) + 5 = 9 -> No effect. Estra draws a card (Bone Lamellar) for passing a Charisma check.

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

    For Estra's sake, I'm putting out a quick update (without the script) so I don't have to keep rolling dice to encounter shuffled cards.

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

    During This Adventure:

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.

    During This Scenario:

  • After creating the blessings deck, roll 2d4 and set that number of blessings aside; put the villain Behemoth Golem on top of the blessings deck, then put the set-aside cards on top of the Behemoth Golem.
  • All characters start at the Catacombs. When a location is closed, move all characters at that location to the next location on the list and banish the closed location. Otherwise, characters may not move.

  • The difficulty to defeat banes that have the Construct trait is increased by 1d8.

  • At the end of your turn, if your location deck is empty, each character at your location is dealt 1d4 Combat damage, then close your location. Otherwise, examine the top 1d4 cards of your location deck; you may banish any number of examined boons. After the examination, you are dealt an amount of Combat damage equal to the number of examined boons you put back.

  • To win the scenario, close all of the locations.
    =
    Additional Rules: =
    HENCHMEN:
    Alchemical Golem:

    Henchman B
    Type: Monster
    Traits: Construct Alchemical
    To Defeat: Combat 10
    The Alchemical Golem is immune to the Attack, Mental and Poison traits.

    If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
    1. Fire damage.
    2. Poison damage.
    3. Acid damage; then discard a weapon or an armor.
    4. Electricity damage; after the encounter, end your turn.

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

    Graven Guardian of Nethys:

    Henchman 1
    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.

    You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.

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

    Mining Construct:

    Henchman B
    Type: Monster
    Traits: Construct
    To Defeat: Combat 10
    The Mining Construct is immune to the Mental and Poison traits.

    If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box.

    Tephu Librarian:

    Henchman 3
    Type: Monster
    Traits: Construct
    To Defeat: Combat Wisdom Knowledge Diplomacy 12
    The Tephu Librarian is immune to the Poison and Mental traits.

    Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.

    If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from. If undefeated, move to a random other location.

    Warrior Dolls (Multiple):

    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number.

    If the check to defeat has the Fire trait, add 1 die.

    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.

    =
    Turn: 11, Estra/Yewstance

    Random Cards:

    Monsters
    Spoiler:
    Giant Crocodile
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 18 If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d8.

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

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

    Spoiler:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.

    Spoiler:
    Elder Ifreeti
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19 The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Barriers
    Spoiler:
    Fiendish Sphinx
    Barrier 4
    Traits:
    Trigger
    Trap
    Arcane
    Magic
    Sphinx
    To Defeat:
    Intelligence
    Knowledge
    Arcane
    Wisdom 12 When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Spoiler:
    Blast Glyph
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Cold
    Arcane
    To Defeat:
    Intelligence
    Arcane
    Knowledge 10
    OR Wisdom 12 When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

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

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

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

    Weapons
    Spoiler:
    Dagger of Doubling
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic To Acquire:
    Dexterity
    Ranged 10 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 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Spoiler:
    Spellsword +2
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic To Acquire:
    Strength
    Melee
    Arcane
    Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Spoiler:
    Frost Sling +1
    Weapon 1
    Traits:
    Sling
    Ranged
    Bludgeoning
    Magic To Acquire:
    Dexterity
    Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

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

    Spoiler:
    Shattertouch Shotel +2
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

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

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

    Spoiler:
    Smite Abomination
    Spell 4
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 10 Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Disable Mechanism
    Spell 2
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10 Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spoiler:
    Pillar of Life
    Spell 4
    Traits:
    Magic
    Divine
    Healing To Acquire:
    Wisdom
    Divine 12 Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Armors
    Spoiler:
    Filter Hood
    Armor B
    Traits:
    Accessory
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 4
    OR Intelligence
    Craft
    Survival 6 Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

    Spoiler:
    Reed Snake Armor
    Armor 3
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Steel Ibis Lamellar
    Armor 4
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 9
    OR Intelligence
    Craft 10 Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Spoiler:
    Armored Coat
    Armor C
    Traits:
    Heavy Armor
    Elite To Acquire:
    Constitution
    Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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

    Items
    Spoiler:
    Burglar's Bracers
    Item B
    Traits:
    Accessory
    Tool To Acquire:
    Intelligence
    Craft
    Disable 6 Recharge this card to add 1d8 to your Craft or Disable check.

    Spoiler:
    Spellbottle
    Item 3
    Traits:
    Object
    Magic
    Arcane
    Divine To Acquire:
    Arcane
    Divine 10 Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

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

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

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

    Allies
    Spoiler:
    Ausetitha
    Ally 4
    Traits:
    Undead
    Banshee
    Incorporeal To Acquire:
    Combat 15 Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.

    Spoiler:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8 Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Spoiler:
    Mumia Smugglers
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling To Acquire:
    Charisma
    Diplomacy 8 Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
    Discard this card to explore your location.

    Spoiler:
    Ubashki
    Ally B
    Traits:
    Undead
    Mummy To Acquire:
    Bury a card Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
    Discard this card to explore your location.

    Spoiler:
    Caravan Guard
    Ally B
    Traits:
    Human
    Hireling
    Elite To Acquire:
    Bury an armor
    OR Charisma
    Diplomacy 8 Recharge this card to add 1d4 to your Melee or Ranged Combat check.
    Banish this card to reduce Combat damage dealt to you by 3.
    Discard this card to explore your location.

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

    Spoiler:
    Blessing of Osiris
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing To Acquire:
    Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 21

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 /
    Behemoth Golem
    Villain 4
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 27 When this card is discarded from the blessings deck, either bury 1d4 cards or encounter the Behemoth Golem. Then roll 2d4; if there are fewer than that number of cards left in the blessings deck, banish this card. Otherwise, set aside that number of cards from the blessings deck, put the Behemoth Golem on top of the blessings deck, then put the set-aside cards on top of the Behemoth Golem.
    The Behemoth Golem is immune to the Attack, Mental, and Poison traits.
    Damage dealt by the Behemoth Golem is dealt to all characters.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of Anubis
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of Pharasma
    Blessing C
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Anubis
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of the Ancients
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of Isis
    Blessing 3
    Traits:
    Divine
    Isis
    Acid To Acquire:
    Divine 7
    OR Intelligence
    Craft 11 Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of Horus
    Blessing C
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 21 /
    Blessing of 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.

    Location #7: 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: 1 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack, Cogsnap/VampByDay, Estra/Yewstance, Qualzar/EmpTyger, Skizza/agent_eclipse, Darago/AAUGHWHY, (Baited Jewel Box, Shotel)

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

    Earthworks Card 2:
    Crystal Stalker
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9 When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.

    Earthworks Card 3:
    Poison Blade Trap
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.

    Earthworks Card 4:
    Filter Hood
    Armor B
    Traits:
    Accessory
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 4
    OR Intelligence
    Craft
    Survival 6 Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

    Earthworks Card 5:
    Scribe
    Ally 4
    Traits:
    Human
    Hireling To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.

    Earthworks Card 6:
    Graven Guardian of Nethys
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Nethys
    Inquisitor
    Veteran
    To Defeat:
    ArcaneDivine 9
    OR Combat 12 The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.
    You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Earthworks Card 7:
    Baited Jewel Box
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

    Earthworks Card 8:
    Smoked Glass Goggles
    Item C
    Traits:
    Accessory To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6 Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Earthworks Card 9:
    Bal Themm
    Ally 2
    Traits:
    Human
    Cleric To Acquire:
    CharismaDiplomacy 10 Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
    Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.

    Earthworks Card 10:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8 When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.

    Earthworks Card 11:
    Silken Ceremonial Armor
    Armor 4
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Charisma 11 Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Location #8: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Lightning Storm DISPLAYED

    Scorched Obelisk Card 1:
    Inevitable Trap
    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10 When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

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

    Scorched Obelisk Card 3:
    Galvanic Chakram +1
    Weapon 1
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
    If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

    Scorched Obelisk Card 4:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Scorched Obelisk Card 5:
    Elder Ifreeti
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19 The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Scorched Obelisk Card 6:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Scorched Obelisk Card 7:
    Brain Ooze
    Monster 2
    Traits:
    Ooze
    Electricity
    Elite
    To Defeat:
    Combat 12 The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.

    Scorched Obelisk Card 8:
    Bonestorm
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17 The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    Scorched Obelisk Card 9:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Obelisk Card 10:
    Tarworks Master
    Ally B
    Traits:
    Dwarf To Acquire:
    Craft
    Charisma
    Diplomacy 10 Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

  • Silver Crusade

    Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

    Additionally, note that Darago and Lini have Grimoires and Tomes that will usually add 1d4-2d4 to your checks (such as when adding fire). Not that Skizza needed any assistance - virtually all of his checks were autopasses or near-as-makes-no-difference.

    (Yes, I forgot to use Binder's Tome myself above for my Diplomacy check.)

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

    Estra starts her turn.
    Blessing of Ra discarded from the Blessings Deck.

    Finding healing supplies thrust in her hands moments before the party is overwhelmed by a horde of undead cats - 'That would explain Skizza's shrieking between gunshots', thinks Estra - Estra in turn shoves them into Honaire's hands as she thrusts her psyche against the wisps of spirit driving the creatures; forcing the worst of the mob to alter its course away from the adventurers.

    Hearing a squeak-like yell, Estra spins around, seeing a Ubashki clawing up Skizza's leg as he tries to bring his pistol into position to shoot it. Seeing that the ratfolk possibly shooting his own leg off would rather slow down their escape from the rampaging constructs, Estra psychically tugs the creature from his leg with a mental Swipe, flinging it back into the corridors behind them as they make their escape.

    Estra chooses not to move, and examines the top card of her location deck with her power.

    Earthworks Card 1: Shotel:

    Weapon B
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Elite To Acquire:
    Strength
    Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.
    Estra discards Deliquescent Gloves to encounter the Shotel, adding 1d6 to her Strength, Dexterity and Constitution checks for the encounter.
    Estra reveals Marianix Karn to add 1.

    Strength 6: 1d4 + 1d6 + 1 ⇒ (3) + (6) + 1 = 10 -> Shotel acquired.

    Estra takes her free exploration.

    Earthworks Card 2: Crystal Stalker:

    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9 When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
    If the check to defeat has the Acid trait, add 3.
    Estra reveals Spear of the Watchful Guardian for combat.
    Darago reveals Binder's Tome to add 1d4.

    Combat 9: 1d4 + 1d6 + 1 + 1d4 ⇒ (3) + (3) + 1 + (3) = 10 -> Crystal Stalker defeated, Estra draws a card (Steel Ibis Lamellar) for passing a combat check.

    Odd crystalline creatures burrow from the earth to slow their escape - what lives in these ruins!? - but most of the party easily passes them. Lini, Cogsnap and Skizza leap over the small, dangerous-looking creatures with ease, Qualzar shoves one into another in a game of impromptu impeller-bowls, clearing room for Darago by his side at once.

    Estra, however, lacks the same dexterity or instant spellcasting ability, and so must drive one away with a spear before she can catch up with the others.

    Estra reveals Codex of Conversations and sets aside Marianix Karn to explore again.
    Codex of Conversations: Diplomacy 9 (Binder's Tome): 1d10 + 5 + 1d4 ⇒ (10) + 5 + (2) = 17 -> Estra draws a card (Khamsin Coat) for passing a Charisma check. Marianix Karn recharged.

    Earthworks Card 3: Poison Blade Trap:

    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.
    Estra reveals Neferekhu to add 2 dice to her noncombat Knowledge check.
    Lini and Darago both reveal Magnetic Grimoire to add a total of 2d4 to the Poison-invoking check.

    Knowledge 7: 3d8 + 1 + 2d4 ⇒ (6, 7, 3) + 1 + (2, 1) = 20 -> Poison Blade Trap defeated.
    Neferekhu: Diplomacy 8 (Binder's Tome): 1d10 + 5 + 1d4 ⇒ (1) + 5 + (1) = 7 -> No effect. Estra draws a card (Falcon Crown) for passing a Charisma check.

    The whispers of some old sage - not the Spinel Sage, but someone else - warns Estra of an incoming trap, and she shouts to the party to alter course to avoid injury.

    Estra discards Blessing of Nethys to examine the top two cards of her location, reorder them, then explore.
    Earthworks Card 4: Filter Hood
    Earthworks Card 5: Scribe

    Estra places Scribe on top of the location deck and explores.

    Earthworks Card 5: Scribe:

    Ally 4
    Traits:
    Human
    Hireling To Acquire:
    Intelligence
    Knowledge
    Charisma
    Diplomacy 9 Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
    Discard this card to explore your location.
    Diplomacy 9 (Binder's Tome): 1d10 + 5 + 1d4 ⇒ (7) + 5 + (2) = 14 -> Scribe acquired. Estra draws a card (Hand of the Honest Man) for passing a Charisma check.

    Estra reveals Codex of Conversations and sets aside Cleric of Nethys (Dip9) to examine the top two cards of her location, reorder them, then explore.
    Codex of Conversations: Diplomacy 9 (Valet, Binder's Tome): 1d10 + 5 + 1d4 ⇒ (7) + 5 + (3) = 15 -> Estra draws a card (Sphere of Fire) for passing a Charisma check. Cleric of Nethys (Dip9) recharged.
    Estra examines...
    Earthworks Card 4: Filter Hood
    Earthworks Card 6: Graven Guardian of Nethys

    Estra places Graven Guardian of Nethys on top of the location deck and explores.

    Earthworks Card 6: Graven Guardian of Nethys:

    Henchman 1
    Type: Monster
    Traits:
    Construct
    Nethys
    Inquisitor
    Veteran
    To Defeat:
    ArcaneDivine 9
    OR Combat 12 The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.
    You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Estra takes the Divine check to defeat.
    Difficulty Increase: 1d8 ⇒ 4
    Estra reveals Neferekhu to add 2 dice to her noncombat Divine check.
    Divine 9+4+4=17: 3d10 + 4 ⇒ (7, 10, 6) + 4 = 27 -> Graven Guardian of Nethys defeated.
    Neferekhu: Diplomacy 8 (Binder's Tome): 1d10 + 5 + 1d4 ⇒ (2) + 5 + (2) = 9 -> No effect. Estra draws a card (Restorative Touch) for passing a Charisma check.

    Just as they're passing a conspicuously smooth wall on their escape from the ruins, a golem crashes through the brickwork from the other side, inscribed with symbols of Nethys worship. Whilst religious protectors sometimes listen to reason, there's no time for diplomacy - Estra throws up a ward to hold it in place as the party runs ever-closer to the exit.

    Estra closes the Earthworks by burying Bone Lamellar.
    Estra randomly recharges Acute Senses from her discard pile.
    All characters move to the Scorched Obelisk.

    Estra reveals Codex of Conversations and sets aside Scribe to explore again.
    Codex of Conversations: Diplomacy 9 (Binder's Tome): 1d10 + 5 + 1d4 ⇒ (4) + 5 + (2) = 11 -> Estra draws a card (Whip of Centipedes) for passing a Charisma check. Scribe recharged.

    Scorched Obelisk Card 1: Inevitable Trap:

    Barrier 3
    Traits:
    Trigger
    Trap
    Skirmish
    Magic
    To Defeat:
    Intelligence
    Arcane
    Knowledge 13
    OR Wisdom
    Survival 10 When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.
    Estra reveals Neferekhu to add 2 dice to her noncombat Wisdom check.
    Wisdom 10: 3d10 + 2 ⇒ (8, 3, 6) + 2 = 19 -> Inevitable Trap defeated.
    Scorched Obelisk Electricity Damage: 1d4 ⇒ 1 -> Estra discards Shotel to Electricity damage.
    Neferekhu: Diplomacy 8 (Binder's Tome): 1d10 + 5 + 1d4 ⇒ (10) + 5 + (4) = 19 -> No effect. Estra draws a card (Hypercognition) for passing a Charisma check.

    Estra's growing connection to the spirit realm continues to pay off - with their guidance, she warns the party of yet more traps. Did she sense a bit of disappointment from Qualzar when she leads them to a safer path?

    Estra reveals Restorative Touch to heal Qualzar.
    Restorative Touch: 1d4 + 1 ⇒ (3) + 1 = 4 -> Qualzar shuffles 4 random cards from their discard pile into their deck.
    Estra does not attempt a check to recharge. Restorative Touch discarded.

    Estra buries Healer's Kit to draw Restorative Touch from her discard pile into her hand.

    Estra reveals Restorative Touch to heal Skizza.
    Restorative Touch: 1d4 + 1 ⇒ (3) + 1 = 4 -> Skizza shuffles all 4 cards from their discard pile into their deck.
    Estra displays Hypercognition.
    Divine 11 (Neferekhu, Hypercognition): 4d10 + 4 ⇒ (6, 7, 8, 4) + 4 = 29 -> Restorative Touch recharged.
    Neferekhu: Diplomacy 8 (Binder's Tome, Hypercognition): 2d10 + 5 + 1d4 ⇒ (7, 9) + 5 + (3) = 24 -> No effect. Estra draws a card (Valet) for passing a Charisma check.

    Exhaustion threatens to overtake the adrenaline of being chased through ruins that are being torn apart by golems - Estra weaves healing magics to do what she can to allay the worst of it.

    Estra reveals Codex of Conversations and automatically passes at the check to recharge Valet to explore her location, adding 1d6 to her noncombat checks during it.
    Estra draws a card (Mindblade (Dip9)) for passing a Charisma check.

    Scorched Obelisk Card 2: Crocodile Skin Lamellar:

    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
    Valet adds 1d6 during this exploration.
    Constitution 5: 1d6 + 1d6 ⇒ (1) + (6) = 7 -> Crocodile Skin Lamellar acquired.

    Estra reveals Codex of Conversations and sets aside Mindblade to explore again, and may reroll a failed combat check.
    Codex of Conversations: Diplomacy 9 (Hypercognition, Binder's Tome): 2d10 + 5 + 1d4 ⇒ (4, 4) + 5 + (4) = 17 -> Estra draws a card (Swipe) for passing a Charisma check. Mindblade recharged.

    Scorched Obelisk Card 3: Galvanic Chakram +1:

    Weapon 1
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic
    Elite To Acquire:
    Dexterity
    Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
    If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
    Estra sets aside Swipe to automatically acquire Galvanic Chakram +1.
    Divine 10 (Neferekhu, Hypercognition): 3d10 + 4 ⇒ (1, 5, 4) + 4 = 14 -> Swipe recharged.
    Neferekhu: Diplomacy 8 (Binder's Tome, Hypercognition): 2d10 + 5 + 1d4 ⇒ (5, 4) + 5 + (2) = 16 -> No effect. Estra draws a card (Create Mindscape) for passing a Charisma check.

    Estra displays Create Mindscape at the Scorched Obelisk.

    And with that, I'm officially out of explorations. My entire deck is known (recharged), and so I know if I could get one more draw (such as if there was a curse to banish with Hand of the Honest Man) I could keep going for a good while longer, but as it stands I have no allies or blessings to explore with right now.

    Estra displays Sphere of Fire, and recharges Falcon Crown from playing a spell.

    Estra ends her turn.
    Scenario Examination: 1d4 ⇒ 4 -> Estra examines...
    Scorched Obelisk Card 4: Blessing of the Ancients
    Scorched Obelisk Card 5: Elder Ifreeti
    Scorched Obelisk Card 6: Dry Quicksand
    Scorched Obelisk Card 7: Brain Ooze

    Oof. Estra banishes Blessing of the Ancients.

    Estra attempts to recharge Sphere of Fire.
    Divine 9 (Neferekhu, Hypercognition, 2*Magnetic Grimoire): 3d10 + 4 + 2d4 ⇒ (5, 1, 10) + 4 + (2, 1) = 23 -> Sphere of Fire recharged.
    Neferekhu: Diplomacy 8 (Binder's Tome, Hypercognition): 2d10 + 5 + 1d4 ⇒ (10, 5) + 5 + (3) = 23 -> No effect. Estra chooses not to draw a card.
    Estra attempts to recharge Hypercognition.
    Perception 11 (Neferekhu, Hypercognition, Spear of the Watchful Guardian): 3d10 + 4 + 1d6 ⇒ (9, 10, 6) + 4 + (2) = 31 -> Hypercognition recharged.
    Neferekhu: Diplomacy 8 (Binder's Tome): 1d10 + 5 + 1d4 ⇒ (3) + 5 + (1) = 9 -> No effect. Estra chooses not to draw a card.

    Estra resets her hand, and recharges Khamsin Coat and discards Spear of the Watchful Guardian, Steel Ibis Lamellar, Crocodile Skin Lamellar and Galvanic Chakram +1.

    Estra wrote:

    Hand: Neferekhu, Codex of Conversations, Honaire, Hand of the Honest Man, Whip of Centipedes, Marianix Karn,

    Displayed: Create Mindscape,
    Deck: 11 Discard: 10 Buried: 5
    Notes: You may always reveal NEFEREKHU to add 2 dice to each and every one of your Wisdom and Knowledge noncombat checks.
    Hand of the Honest Man may be used to de-curse anyone.

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +1
    Wisdom d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    Divine: Wisdom +2
    Perception: Wisdom +2
    Charisma d10 [X] +1 [X] +2 [ ] +3
    *Diplomacy: Charisma +3

    Favored Card: Loot Ally Honaire
    Hand Size 5 [X] 6 [ ] 7
    Proficient with: Light Armors
    Powers:
    At the end of your move step, you may examine the top card of your location deck. ([ ] If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury ([X] or discard) a card to encounter the card; during this encounter, add 1d6 ([ ]+1) to your Strength, Dexterity, and Constitution checks.
    When you succeed at a combat ([X] or Charisma) check, you may draw a card ([ ] or shuffle a random card from your discard pile into your deck).
    [X] When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
    [ ] At the start of your turn, you may exchange an ally ([ ] or a blessing) in your hand with an ally in your discard pile.
    [X] *Gain the skill Diplomacy: Charisma +3.
    [ ] Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.

    PLAYER REWARDS:

    Spoiler:

    [ ] [ ] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
    (You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.)
    [X] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
    [X] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

    Die Bumps remaining: 1

    Qualzar was healed for 4 (thanks for the Kit!).
    Skizza was healed for 4.


    Note that (contrary to my earlier statement), Lini will be the one to fight the Behemoth Golem on their turn.

    Lightning Storm may hurt Cogsnap (yet again, damage as an indirect result of Estra's actions), and sadly there's no other locations it can move to due to them being banished.

    Note to the party; Create Mindscape, Binder's Tome and the 2 Magnetic Grimoires are around, offering all kinds of support.

    No script was used for this update.

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

    During This Adventure:

  • The scourge die is 1d8.
  • When you are dealt Acid or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Ravenous.

    During This Scenario:

  • After creating the blessings deck, roll 2d4 and set that number of blessings aside; put the villain Behemoth Golem on top of the blessings deck, then put the set-aside cards on top of the Behemoth Golem.
  • All characters start at the Catacombs. When a location is closed, move all characters at that location to the next location on the list and banish the closed location. Otherwise, characters may not move.

  • The difficulty to defeat banes that have the Construct trait is increased by 1d8.

  • At the end of your turn, if your location deck is empty, each character at your location is dealt 1d4 Combat damage, then close your location. Otherwise, examine the top 1d4 cards of your location deck; you may banish any number of examined boons. After the examination, you are dealt an amount of Combat damage equal to the number of examined boons you put back.

  • To win the scenario, close all of the locations.
    =
    Additional Rules: =
    HENCHMEN:
    Alchemical Golem:

    Henchman B
    Type: Monster
    Traits: Construct Alchemical
    To Defeat: Combat 10
    The Alchemical Golem is immune to the Attack, Mental and Poison traits.

    If undefeated, roll 1d4. All damage dealt by the Alchemical Golem is:
    1. Fire damage.
    2. Poison damage.
    3. Acid damage; then discard a weapon or an armor.
    4. Electricity damage; after the encounter, end your turn.

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

    Graven Guardian of Nethys:

    Henchman 1
    Type: Monster
    Traits: Construct Nethys Inquisitor Veteran
    To Defeat: ArcaneDivine 9 OR Combat 12
    The Graven Guardian of Nethys is immune to the Mental and Poison traits. The difficulty to defeat is increased by the scenario's adventure deck number.

    You may discard a card that has the Nethys trait to automatically defeat the Graven Guardian of Nethys.

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

    Mining Construct:

    Henchman B
    Type: Monster
    Traits: Construct
    To Defeat: Combat 10
    The Mining Construct is immune to the Mental and Poison traits.

    If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box.

    Tephu Librarian:

    Henchman 3
    Type: Monster
    Traits: Construct
    To Defeat: Combat Wisdom Knowledge Diplomacy 12
    The Tephu Librarian is immune to the Poison and Mental traits.

    Before you act, succeed at a Stealth 8 check or the difficulty of the combat check to defeat is increased by 4.

    If defeated, draw an item from the box, then you may immediately attempt to close the location this henchman came from. If undefeated, move to a random other location.

    Warrior Dolls (Multiple):

    Henchman 1
    Type: Monster
    Traits: Construct Swarm Veteran
    To Defeat: Combat 10
    The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number.

    If the check to defeat has the Fire trait, add 1 die.

    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.

    =
    Turn: 12, Cogsnap/VampByDay

    Random Cards:

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

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

    Spoiler:
    Guecubu
    Monster 3
    Traits:
    Undead
    To Defeat:
    Combat 15 The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.

    Spoiler:
    Giant Crocodile
    Monster 3
    Traits:
    Animal
    Elite
    To Defeat:
    Combat 18 If undefeated, shuffle this card into a random open location.
    If the check to defeat has the Cold trait, add 1d8.

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

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

    Spoiler:
    The First Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

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

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

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

    Weapons
    Spoiler:
    Spellsword +2
    Weapon 4
    Traits:
    Sword
    Melee
    Slashing
    Magic To Acquire:
    Strength
    Melee
    Arcane
    Divine 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Spoiler:
    Fighting Crook
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Elite To Acquire:
    Strength
    Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
    After you act, reveal an armor or you are dealt 1 combat damage.

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

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

    Spoiler:
    Shattertouch Shotel +2
    Weapon 4
    Traits:
    Scythe
    Melee
    Slashing
    Finesse
    Magic To Acquire:
    Strength
    Melee
    Wisdom
    Dexterity 12 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

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

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

    Spoiler:
    Safety Bubble
    Spell 4
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11 Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spoiler:
    Safety Bubble
    Spell 4
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11 Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spoiler:
    Symbol of Pain
    Spell 3
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 9 Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.

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

    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Reed Snake Armor
    Armor 3
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 10 Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Spoiler:
    Armored Coat
    Armor C
    Traits:
    Heavy Armor
    Elite To Acquire:
    Constitution
    Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.

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

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

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

    Spoiler:
    Smoke Stick
    Item 1
    Traits:
    Tool
    Alchemical To Acquire:
    Intelligence
    Craft 8 Discard this card at the start of your turn to move any number of characters to your location.
    Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

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

    Spoiler:
    Effigy of Anubis
    Item 3
    Traits:
    Trigger
    Object
    Magic
    Anubis To Acquire:
    Intelligence 10
    OR Charisma
    Diplomacy 8 When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
    When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

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

    Spoiler:
    Maftet Hunter
    Ally 4
    Traits:
    Sphinx
    Maftet To Acquire:
    Charisma
    Diplomacy 11 Discard this card to add 2d6 and the Melee trait to a combat check at another location.
    Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.

    Spoiler:
    Sedja
    Ally 3
    Traits:
    Animal To Acquire:
    Charisma
    Diplomacy 11 If you fail the check to acquire, you are dealt 1 Combat damage.
    Recharge this card to add 1d8 to your Knowledge or Survival check.
    Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

    Spoiler:
    Fire Gecko
    Ally C
    Traits:
    Animal
    Elemental
    Fire To Acquire:
    Wisdom
    Survival 4 Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

    Spoiler:
    Aunty
    Ally C
    Traits:
    Human
    Cleric To Acquire:
    Divine
    Charisma
    Diplomacy 8 Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
    Discard this card to examine the top 3 cards of your location. Then you may explore your location.

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 20

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Behemoth Golem
    Villain 4
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 27 When this card is discarded from the blessings deck, either bury 1d4 cards or encounter the Behemoth Golem. Then roll 2d4; if there are fewer than that number of cards left in the blessings deck, banish this card. Otherwise, set aside that number of cards from the blessings deck, put the Behemoth Golem on top of the blessings deck, then put the set-aside cards on top of the Behemoth Golem.
    The Behemoth Golem is immune to the Attack, Mental, and Poison traits.
    Damage dealt by the Behemoth Golem is dealt to all characters.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of Anubis
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 9 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 10 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of Pharasma
    Blessing C
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of Anubis
    Blessing 4
    Traits:
    Divine
    Anubis
    Poison
    Mummy To Acquire:
    Divine 8
    OR Charisma
    Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of the Ancients
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of Isis
    Blessing 3
    Traits:
    Divine
    Isis
    Acid To Acquire:
    Divine 7
    OR Intelligence
    Craft 11 Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of Horus
    Blessing C
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Location #8: Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack, Cogsnap/VampByDay, Estra/Yewstance, Qualzar/EmpTyger, Skizza/agent_eclipse, Darago/AAUGHWHY, Lightning Storm DISPLAYED, Create Mindsacpe DISPLAYED

    Scorched Obelisk Card 1 (Elder Ifreeti):
    Elder Ifreeti
    Monster 4
    Traits:
    Elemental
    Outsider
    Janni
    Fire
    To Defeat:
    Combat 19 The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Scorched Obelisk Card 2 (Dry Quicksand):
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

    Scorched Obelisk Card 3 (Brain Ooze):
    Brain Ooze
    Monster 2
    Traits:
    Ooze
    Electricity
    Elite
    To Defeat:
    Combat 12 The Brain Ooze is immune to the Mental and Poison traits.
    All damage dealt by the Brain Ooze is Electricity damage.
    Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
    If undefeated, discard a spell.

    Scorched Obelisk Card 4:
    Bonestorm
    Monster 4
    Traits:
    Undead
    Swarm
    To Defeat:
    Combat 17 The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.

    Scorched Obelisk Card 5:
    Warrior Dolls
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Scorched Obelisk Card 6:
    Tarworks Master
    Ally B
    Traits:
    Dwarf To Acquire:
    Craft
    Charisma
    Diplomacy 10 Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.


  • Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Start of turn-Blessing of the ancients. Lightning storm.
    1d4 ⇒ 4
    Storm banished! Initial explore-Elder Effretti
    As Cogsnap keeps running with the rest of his party. Luckily, the INDOOR LIGNING STORM clears up, but unluckily, they run into a super fire genie.
    ”Little mortals! You have become my slaves in my-“
    ”No thank you!” shouts Cogsnap as he rushes past, throwing a potion of fire resistance that he has ‘modified’ at the genie.
    Banish potion of fire resist instead of Acid flask
    Combat 19 vs 1d10+3(dex)+1(Ranged)+1d6+2(power)+2d6(Acid): 1d10 + 3d6 + 6 ⇒ (3) + (5, 4, 3) + 6 = 21
    Ha! Beat him by less than 4, obelisk doesn’t trigger. For beating genie I get one random card type-Blessing-Blessing of the ancients (poo). I’ll recharge my Blessing of the ancients to draw a random liquid/alchemical item-Khol of uncanny discernment. the Genie melts into slag as the toxic brew hits him, items flying from his hand, a jar and a holy symbol. Cogsnap catches both as he runs on.
    end of turn shenanigans
    1d4 ⇒ 3
    Reveal Bonestorm-Dry Quicksand, and Brain Ooze. No triggers. Get rid of all of them. all

    <Cogsnap> wrote:

    Hand: Cauterizing Dagger, Alchemist's Shield , Khol or Uncanny discernment-MM, Deathtrap in a Jar, Alkalai Flask, Blessing of the Ancients-MM, Acid Flask,

    Displayed:
    Deck: 12 Discard: 2 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2 []+3
    Dexterity d8 [x]+1 [X]+2 [X]+3
    --Disable: Dex+3
    --Ranged: Dex+1
    Constitution d6 []+1 []+2
    Intelligence d10 [X]+1 []+2 []+3
    --Arcane: Int +1
    --Craft: Int +2
    Wisdom: d6 []+1 []+2
    Charisma d6 []+1 []+2

    Hand Size: 6 [X]7 []8

    Proficient: Light Armor, Weapons

    Powers:
    --When you would banish a card that has the alchemical trait for its power, you may ([X]Discard it or)([X]Recharge it or) banish another card that has the alchemical or liquid trait.
    --Add 1d6([X]+2) to your ranged combat check that has the alchemical trait
    --After you defeat a monster, you may discard([x]or recharge) a card to draw an item that has the alchemical or liquid trait from the box.([]Or you may draw 2 and return 1 to the box)
    --[]On([]your combat check or) your ranged combat check, you may discard any number of items that have the alchemical trait([]or any items); for each item discarded, add 1d6 and that item's traits to the check
    --[]The first item([] or any item) you play that has the alchemical or liquid trait does not cout against the number of items you can play on a check or step


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

    Discarding Wolverine from earlier combat.

    As Lini struggles to keep up she is waylayed by the

    Behemoth Golem:

    Villain 4
    Type: Monster
    Traits:
    Construct
    To Defeat:
    Combat 27 When this card is discarded from the blessings deck, either bury 1d4 cards or encounter the Behemoth Golem. Then roll 2d4; if there are fewer than that number of cards left in the blessings deck, banish this card. Otherwise, set aside that number of cards from the blessings deck, put the Behemoth Golem on top of the blessings deck, then put the set-aside cards on top of the Behemoth Golem.
    The Behemoth Golem is immune to the Attack, Mental, and Poison traits.
    Damage dealt by the Behemoth Golem is dealt to all characters.

    She smashes her to the side but she gets up and flees from him.

    burying cards: 1d4 ⇒ 1 Burying Cure.

    set aside blessings to put on top of golem: 2d4 ⇒ (4, 3) = 7

    As she runs she brings to mind a powerful healing spell to help her allies.

    cast Channel the Gift for Divine Blaze, Recharge 14 revealing Mastiff and Estra reveals Neferekhu, and Create Mindscape: 3d10 + 2d4 + 8 ⇒ (7, 4, 8) + (4, 3) + 8 = 34

    As she runs she hits some

    Scorched Obelisk Card 2: Dry Quicksand:

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

    Survival 9 revealing Mastiff and aided by Neferekhu, and Create Mindscape: 3d10 + 2d4 + 9 ⇒ (8, 6, 7) + (1, 4) + 9 = 35

    She pants for breath as she peers ahead.

    examine cards: 1d4 ⇒ 2

    She confirms Cogsnap's sighting of a Brain Oooze and Bonestorm.

    Lini wrote:

    Hand: Magnetic Grimoire, Binder's Tome, Restorative Touch, Alchemist's Shield aq, Mastiff, Blessing of the Seventh Veil,

    Displayed:
    Deck: 10 Discard: 3 Buried: 1
    "Notes: Blessing of the Seventh Veil: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.

    Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.

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

    Restorative Touch: Heal local target for 1d4 +1 and banish up to 2 curses effecting them.

    Location: Scorched Obelisk"
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Role: Wild Warden
    Favored Card: Ally
    Hand Size 6
    Proficient with: Weapons
    Powers:
    <Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
    <Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) 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>


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

    Starting turn under Blessing of Horus

    Darago rushes ahead to take care of the monsters blocking the way. He starts with the Card 3: Brain Ooze. Its distracted, trying to feed on the desiccated corpse of what used to be a Geniekin. The corpse doesn't have any life essence left, but the ooze sure does. BYA drew Geniekin, Monster B. Play Life Drain to use Arcane+2d4. Create Mindscape adds 1d4

    Combat 12: 1d10 + 3d4 + 6 ⇒ (6) + (3, 4, 2) + 6 = 21
    Recharge Life Drain Arcane 9: 1d10 + 6 ⇒ (4) + 6 = 10 Life Drain also shuffles Erayu into my deck

    Overkill Electricity Damage: 1d4 ⇒ 1 Discard Tekenu as damage.

    Darago drains the life from the ooze and pumps it full of negative energy before sending Shivers the Fox to distract the Card 4: Bonestorm. With the Bonstorm busy, Darago conjures a storm of his own: a Volcanic Storm! Add Brain Ooze to my hand. Discard Fox to explore. Play Volcanic Storm for Arcane+3d6. Power adds 2d4. Mindscape adds 1d4.

    Combat 17: 1d10 + 3d6 + 3d6 + 6 ⇒ (9) + (5, 4, 3) + (1, 6, 3) + 6 = 37
    Recharge Volcanic Storm Arcane 13: 1d10 + 6 ⇒ (4) + 6 = 10

    Overkill Electricity Damage: 1d4 ⇒ 1 Lucky! Discard Brain Ooze as damage

    The ground below the storm begins to boil and, after a few moments, geysers of lava burst out at the storm. The few shards that survived remain calm, riding on gusts in the air. Darago pockets them as he passes. Add Bonestorm to my hand. Play Staff of Minor Healing to heal a card.

    End of turn examines: 1d4 ⇒ 4 Warrior Dolls and Tarworks Master. Banish the Master, just an Ally B

    With the storm cleared, Darago can see the light at the end of the tunnel; just like his vision from earlier! Unfortunately, his vision didn't include the army of Warrior Dolls guarding the exit. Looks like they won't be getting out peacefully...

    end turn

    Darago wrote:

    Hand: Bonestorm (Acquired), Blessing of Isis, Magnetic Grimoire, Erayu (Acquired), Life Drain, Spelldagger, Shield Cloak,

    Displayed:
    Deck: 12 Discard: 3 Buried: 1
    "Notes: Magnetic Grimoire: Reveal for +1d4 to check that invokes Acid, Cold, Electricity, Fire, or Poison
    Bonestorm: Banish for +1d4
    Isis: +2 dice on INT check or w/ Acid/Construct Trait"
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size: 7
    Proficient with: None
    Powers:
    When you acquire a card that has the magic trait during your exploration, you may immediately explore again.
    Add 1d4 ([X] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
    [X] When you defeat a monster that has the Undead trait ([X] or any monster) and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 ([ ]+1) ([ ]+2) to your check([X] or a check by any character at the location).
    [ ] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.


    Male Gnome Sorcerer/Impeller Deck Handler

    Blessing 3: Elements o'clock
    Exploring Scorched Obelisk 5: Warrior Dolls

    Warrior Dolls:
    Henchman 1
    Type: Monster
    Traits:
    Construct
    Swarm
    Veteran
    To Defeat:
    Combat 10 The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die.
    If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Displaying Wall of Fire, using Estra's Create Mindscape. Darago reveals Magnetic Grimoire. Lini reveals Magnetic Grimoire. Skizza discards Blessing of Alkenstar and shuffles Deadeye Pistol +1
    Construct difficulty increase: 1d8 ⇒ 8
    Combat 10+8+8=26: 2d10 + 5 + 2d6 + 1d4 + 1d4 + 1d4 + 1d12 + 1d6 ⇒ (6, 5) + 5 + (4, 1) + (4) + (2) + (4) + (3) + (1) = 35
    Electricity overkill damage: 1d4 ⇒ 3
    Recharging Robe of Energy Resistance to prevent 3 Electricity damage
    Qualzar shunted the warrior dolls into key positions, where Lini and Darago fixed them with magnets. The constructs were dangerously overheated, and one by one they began to shake, spin, and shoot sparks. In his sparkly robe, the sorcerer barely felt it. Finally he gave the signal to Skizza, who gleefully pressed the trigger.

    Ending turn
    Combat damage (Qualzar, Skizza, Estra, Cogsnap, Lini, Darago): 6d4 ⇒ (3, 4, 4, 1, 2, 1) = 15
    Everyone is dealt 1d4 Combat damage. Scorched Obelisk is closed
    There was a ferocious explosion as the dolls overloaded and exploded, showering the party with debris, but also taking out the last supports for the tunnel. With a momentous crash, the entire structure collapsed.
    "Constructs are dumb."

    We win!


    COMPLETED SCENARIO 3-4E: THE ARMY AWAKENS

    SCENARIO REWARD:

  • Each character chooses armor or item and draws 3 random cards of that type from the box, chooses one, and returns the rest to the box.
    (Like with the Blessings before, after choosing Armor or Item you will have to draw 3 random cards of those type from the box. They must be randomly picked from both of your Class Decks if you have an Ultimate Add-On Deck, and you cannot draw cards higher than AD4 (as per the rules listed on Page 10 of the Card Guild Guide)).

    TIER REWARD:

  • Cogsnap: Tier 4.3. No Feat.
  • Skizza, Qualzar: Tier 4.5. No Feat. (Any of these characters may elect to Tier up, if they so choose.)
  • Darago, Lini, Estra: Tier 4.6. No Feat. (Any of these characters may elect to Tier up, if they so choose. Estra will Tier Up to Tier 5.)

    DEVELOPMENT:
    You burst onto the surface and into the daylight, only steps ahead of the behemoth. The ceiling buckles in on the broken columns the construct has left in its wake, and tons of earth and stone pin the mighty golem to the floor before it can follow you outside.

    The ancient site is truly ruined, but you have what you came for. The spinel sage jewel is warm in your hand, and the longer you concentrate, the more secrets you draw from the gem—including the secret to opening the flying pyramid and pursuing the Aspis Consortium!

    PERSONALIZED DEVELOPMENT:
    Qualzar's explosions trigger a domino effect - larger and larger sections of the temples collapsing in clouds of dust. Buildings that have stood for millennia collapsing in a matter of seconds. Fighting exhaustion, Lini identifies a rapid path out and the party follows her, bursting onto the surface and into the daylight, only steps ahead of the behemoth as it flails through the falling structure behind you. Cogsnap turns and flings some grenade-like object, and with one last explosion the remaining vestiges of the ceiling buckles in on the broken columns the construct has left in its wake, and tons of earth and stone pin the mighty golem to the floor before it can follow you outside.

    Skizza whoops as the dust clears, Estra falls to the ground, bones aching. The ancient site is truly ruined, but you have what you came for. The spinel sage jewel is warm in Darago's hand, who clutched it in the confusion, and the longer he concentrates, the more secrets he finds himself able to draw from the gem — including the secret to opening the flying pyramid and pursuing the Aspis Consortium!

    "Eureka!"

    ACQUIRED CARDS:

    Marianix Karn (Ally B)
    Dredge (Ally B)
    Reed Moccasin (Ally 3)
    Scribe (Ally 4)

    Crocodile Skin Lamellar (Armor B)
    Bone Lamellar (Armor 1)
    Alchemist's Shield (Armor 2)
    Khamsin Coat (Armor 3)
    Steel Ibis Lamellar (Armor 4)

    Blessing of Ra (Blessing B)
    Blessing of the Ancients (Blessing B)
    Blessing of the Elements (Blessing B)
    Blessing of Nethys (Blessing B)

    Healer's Kit (Item B)
    Potion of Energy Resistance (Item B)
    Kohl of Uncanny Discernment (Item B)
    Deliquescent Gloves (Item 3)
    Bloodroot Poison (Item 3)

    Acute Senses (Spell B)
    Whip of Centipedes (Spell 4)

    Shotel (Weapon B)
    Galvanic Chakram +1 (Weapon 1)


  • ADVENTURE 3-4: TOMB OF THE GODLESS HOST

    ADVENTURE REWARD:

  • Each character gains a Card Feat.
  • Each player unlocks the ability to play Mavaro from the Mummy’s Mask Character Add-On Deck using the Alchemist Class Deck.

  • All characters earn a die bump for completing an adventure.


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

    There should also be another Ally 4 upgrade available from drawing Erayu, if two people are looking for that.


    AAUGHWHY's PFSACG Darago wrote:
    There should also be another Ally 4 upgrade available from drawing Erayu, if two people are looking for that.
    Cogsnap-VampByDay wrote:
    Quick note, we did not get my potion of Energy Resist, as I had to banish it to throw like a grenade (specifically, if I use that power I can banish another card OR discard OR recharge.) Not a big deal, since it is a B

    Confirmed, sorry I missed those!

    (Though for the latter - there's no way in the system to "un-mark" a card as acquired from my end. I just need to remember to delete them in the forum post with the text and I forgot to do that.)


    ADVENTURE 3-5: THE SEPULCHER SOARS ANEW

    You slump against shattered stone pillars, heaving joyous sighs while the desert sun beats upon your sweaty faces. One of you clutches the spinel sage jewel—an ancient amulet whose rosehued gemstone contains the memories of Mnesoset, a scholar from millennia ago. The Spinel Sage herself has long perished, but this artifact preserves all of her vast knowledge. What’s more, it holds the key to opening an Osirian sky pyramid that you found with Aspis Consortium agents. Of course, the double-crossers promptly locked you out of it. And so you came here, across the continent, to seek the jewel and thus a way back inside.

    The dust from the underground tunnels’ collapse behind you has not yet settled, but your mind is not on your recent escape here in Rahadoum. Rather, you can’t wait to follow the Aspis traitors into the sky pyramid. You’ll preserve its secrets and study its strange magic—not to mention you’ll interrupt the Aspis’s nodoubt nefarious plans. If the sky pyramid is to take flight again, it will do so under the banner of the Pathfinder Society!

    But the Osirian sky pyramid is many hundreds of miles away, and you have no doubt that the Aspis agents will stay camped in their prize for a good while. After all, with no way for you to harry them, the agents will take their time exploring, exploiting, and generally disrespecting all of the ancient wonders they’ll find. They’ll surely seek a way to make the ruined pyramid fly once more—ostensibly restoring its ancient wondrous magic—but without any significant historical or arcane expertise, it won’t happen anytime soon. You have plenty of time.

    Legs still throbbing from your mad dash out of the ruins, you lurch to standing, cupping hands around your squinting eyes. You still have a plethora of rations, filled waterskins, and camping supplies, and your camels are becoming restless from lack of exercise. Languidly, you find your mounts and spur your caravan back toward Manaket, grateful for the time to catch your breaths.

    But the respite doesn’t last. After you’ve meandered across the desert for a day, you see a clump of frantic travelers on horses headed your way. When your parties meet, a grim-faced woman wearing a black head scarf and a wayfinder pinned to her belt unceremoniously shoves a papyrus scroll in your face. It reads:

    Scroll wrote:

    I must be brief—do not return to Manaket. Head straight to the sky pyramid. Rucksacks contain explanations, provisions, and sustaining magic. Make haste, Pathfinders—there is much at stake!

    -Venture-Captain Norden Balentiir

    It seems your leisurely journey to reclaim the sky pyramid will not be leisurely at all!

    DURING THIS ADVENTURE:

  • The scourge die is 1d8+1.
  • When you are dealt Acid, Electricity or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.


  • SCENARIO 3-5A: RACE FOR THE SKY PYRAMID

    Although hastily scrawled, the papyrus note the caravan leader handed you bore the distinct handwriting of Norden Balentiir. After the grim Pathfinder leader grunts her name—Amira Mendolfi—she shoves a leather satchel full of documents toward you.

    “From the Venture-Captain,” Amira elaborates. “He found these, told me to give them to you to review, and said you’d understand. You’re to waste no time... I believe he said ‘please.’”

    You rifle through the satchel, examining weather-beaten scrolls affixed with notations in the Venture-Captain’s hand. In some cases, blackened bloodstains spackle the worn papyrus. The presentation isn’t pretty, but quickly a narrative emerges.

    While you were tracking down the spinel sage jewel in Rahadoum, the Sothis lodge was busy running reconnaissance on the sky pyramid and surrounding sites. A team of Osirion’s stealthiest Pathfinders crept down to Shotep-Kara, expecting to uncover evidence of the Aspis agents’ plans hidden somewhere among the ruins.

    What they found, however, was far more sinister. The place is now crawling with strangers in cultists’ robes performing unsavory-looking rituals and shouting about harbingers of destruction. It was far too dangerous for the Pathfinders to approach the sky pyramid itself, but from afar, they saw even stranger creatures lurking about, including what looked like bipedal lionesses. Could these be more usij cultists, the very villains you thought you had defeated near Shotep-Kara?

    Filled with concern and a bit of dread, your eyes meet Amira’s. "Situation seems serious,” she grunts in confirmation. “First the
    Aspis, and now these.”

    With a brief nod of thanks, you take Balentiir’s advice and head east at a breakneck clip. The desert’s dunes and wandering dangers turn harrowing as the hours become days. Something horrific ripples beneath the sand as it follows your every movement. You lose sight of the sun and moon as storms of sand and cinders blanket the horizon. The elements themselves seem set against your journey, but you have no choice. You’ve got to get to the sky pyramid—only the gods know what might be at stake!

    DURING THIS SCENARIO:

  • After creating the blessings deck, shuffle 6 Sandstorm villains and 6 Conflagration henchmen into it.

  • When you move, recharge a card.
  • At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

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

    HENCHMEN:

    Sand Kraken:

    Henchman 3
    Type: Monster
    Traits: Aberration
    To Defeat: Combat 20 OR Survival Dexterity Acrobatics 10
    When you encounter the Sand Kraken, each character at your location attempts a check to defeat it. If any character fails this check, the Sand Kraken is undefeated; display it next to your location, and each character that fails shuffles his character token into the location deck. When all tokens have been returned to the location, the Sand Kraken is defeated. If defeated, automatically close the location this henchman came from.
    Acid Pool:

    Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
    Girtablilu:

    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat. Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Aghash (Multiple):

    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.


  • Pick your Card Feat, whether you wish to Tier Up, and any other upgrades. Then select your Trader and starting location!

    Welcome to Adventure 5. As a result of this change, all Elite banes and boons have been removed from the box, making the game a bit harder, but the boons higher value.

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

    During This Adventure:

  • The scourge die is 1d8+1.
  • When you are dealt Acid, Electricity or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

    During This Scenario:

  • After creating the blessings deck, shuffle 6 Sandstorm villains and 6 Conflagration henchmen into it.

  • When you move, recharge a card.
  • At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

  • To win the scenario, close all of the locations.
    =
    Additional Rules: =
    HENCHMEN:
    Sand Kraken:

    Henchman 3
    Type: Monster
    Traits: Aberration
    To Defeat: Combat 20 OR Survival Dexterity Acrobatics 10
    When you encounter the Sand Kraken, each character at your location attempts a check to defeat it. If any character fails this check, the Sand Kraken is undefeated; display it next to your location, and each character that fails shuffles his character token into the location deck. When all tokens have been returned to the location, the Sand Kraken is defeated. If defeated, automatically close the location this henchman came from.
    Acid Pool:

    Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
    Girtablilu:

    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat. Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Aghash (Multiple):

    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    =

    Location #1: Elemental Trenches
    At This Location: At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None

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

    Location #3: 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 ?: 0
    Located/Displayed Here: None

    Location #4: Volcanic Vents
    At This Location: All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None

    Location #5: Howling Sands
    At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #6: Thornscrub
    At This Location: Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
    Located/Displayed Here: None

    Location #7: 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 ?: 0
    Located/Displayed Here: None

    Location #8: Windswept Chasm
    At This Location: All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
    Located/Displayed Here: None


  • Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Setting up in Thornscrub. Traded out Deathtrap in a jar for Crytalized Carnivore

    <Cogsnap> wrote:

    Hand: Canteen, Cleric of Nethys, Blessing of the Elements-Beta, Galvanic Chakrum +1, Crystalline Carnivore, Acid Flask, Twitch Tonic,

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

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2 []+3
    Dexterity d8 [x]+1 [X]+2 [X]+3
    --Disable: Dex+3
    --Ranged: Dex+1
    Constitution d6 []+1 []+2
    Intelligence d10 [X]+1 []+2 []+3
    --Arcane: Int +1
    --Craft: Int +2
    Wisdom: d6 []+1 []+2
    Charisma d6 []+1 []+2

    Hand Size: 6 [X]7 []8

    Proficient: Light Armor, Weapons

    Powers:
    --When you would banish a card that has the alchemical trait for its power, you may ([X]Discard it or)([X]Recharge it or) banish another card that has the alchemical or liquid trait.
    --Add 1d6([X]+2) to your ranged combat check that has the alchemical trait
    --After you defeat a monster, you may discard([x]or recharge) a card to draw an item that has the alchemical or liquid trait from the box.([]Or you may draw 2 and return 1 to the box)
    --[]On([]your combat check or) your ranged combat check, you may discard any number of items that have the alchemical trait([]or any items); for each item discarded, add 1d6 and that item's traits to the check
    --[]The first item([] or any item) you play that has the alchemical or liquid trait does not cout against the number of items you can play on a check or step


    TRADERS

    Cogsnap Goes to Ghoul/Falsin/Auction?: 1d3 ⇒ 3

    SMITHS OF WATI:

    Thousand Stings Whip:

    Weapon 4
    Traits: Whip Melee Piercing Poison Finesse Magic
    To Acquire: Strength Melee 11
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Galvanic Kopis +2:

    Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll. On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    GHOUL MARKET:

    Skyplate Armor:

    Armor 5
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Craft Divine 12
    Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move. Recharge this card to add 1 die to your check that invokes the Electricity trait. If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.
    Parade Armor:

    Armor 5
    Traits: Light Armor Alchemical
    To Acquire: Constitution Fortitude Charisma Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

    FALSIN DEEK:

    Jet of Anubis:

    Item 4
    Traits: Object Magic Anubis
    To Acquire: Charisma Diplomacy Stealth 11
    When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead. Recharge this card to add the Poison trait and 1d4 to your combat check.
    Ring of Stony Flesh:

    Item 5
    Traits: Accessory Magic
    To Acquire: Strength Melee 10 OR Constitution Fortitude 8
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check. Put this card on top of your deck to add 1 die to your Constitution non-combat check. Put this card on top of your deck to reduce all damage dealt to you by 2.

    AUCTION HOUSE:

    Sand Elemental:

    Ally 5
    Traits: Outsider Elemental
    To Acquire: Constitution Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0. Recharge this card to ignore a non-villain bane's power that happens before you act. Discard this card to explore your location.
    Sophronia:

    Ally 4
    Traits: Undead Ghost Incorporeal
    To Acquire: Charisma Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check at your location. Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration. You may discard a card from the blessing deck to recharge this card instead of discarding it.
    Maftet Hunter:

    Ally 4
    Traits: Sphinx Maftet
    To Acquire: Charisma Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check at another location. Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.

    The Exchange

    Deck Handler

    No Trades.

    Same Loot.

    Howling Sands.

    Hand:

    Skizza wrote:

    Hand: Tetisurah, Dragon Pistol +1, Shock Musket +1, Blessing of Sivanah, Blessing of Alkenstar 2, Swiftshooter,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:


    Male Gnome Sorcerer/Impeller Deck Handler

    Gaining Card feat: 5 blessings (taking Blessing B of the Gods)
    Upgrading Ally B Sage into Ally 4 Bear
    (Forfeiting 2nd upgrade)
    Replacing Spell 3 Scrying with Loot Spell B Elemental Treaty
    Replacing Ally 2 Apprentice with Loot Ally B Kafar
    Trading Weapon 4 Giantbane Dagger +1 and burying Ally 4 Bear for Armor 5 Skyplate Armor
    Starting at Windswept Chasm

    Most of the treasure was worthless, but Qualzar found one goodie worth hanging onto: a polymorph recipe that would be worth plenty on the ghoul market. But that would require a demonstration, and Qualzar was being called away for a mission, which Kafar had a personal stake in. That left Nemsky to conduct business. “Make sure you get enough to cover the rental fee for the armor,” instructed the sorcerer.

    The apprentice sheathed a dagger as he prepared to set off with the polymorphed sage, in a glum mood over missing out on the upcoming adventure. “Eh, he’ll get over it,” Qualzar commented to Kafar as they made their way towards a chasm. “In the meantime... bear with him.”

    Qualzar wrote:

    Hand: Dimension Leap, Cat, Blessing of Pharasma B, Poison Blast, Surgeon, Robe of Energy Resistance, Blessing of the Gods,

    Displayed:
    Deck: 12 Discard: 0 Buried: 1
    Notes:
    Ask before using: Blessing of the Gods; Blessing of Pharasma (+1 die/+2 dice if Spell is cast)
    Can use without asking: Blessing if would recharge; Blessing for Boon 5; Blessing for henchman/closing; Dimension Leap (discard at start of encounter to move me to/from encounter); Surgeon (recharge to cure 1 card at my location)

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: None
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) ([] +4) and add the Attack, Mental ([X] or Force), and Magic traits.  This counts as playing a spell.
    When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from).  This counts as playing a spell that has the Arcane and Mental traits.
    [] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
    [] Reduce Combat damage dealt to you by 2 ([] 3).
    [] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.
    Die bumps: 4


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

    Tiering up? Yes. Card feat? Weapon. Upgrades? None. Loot? None. Trading? No. Starting location? Shifting Dunes.

    Lini wrote:

    Hand: Pteranodon, Binder's Tome, Blessing of the Spellbound 1, Restorative Touch, Frilled Lizard, Wolverine,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    "Notes: Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Location: Shifting Dunes"
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Role: Wild Warden
    Favored Card: Ally
    Hand Size 6
    Proficient with: Weapons
    Powers:
    <Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
    <Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) 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>

    Silver Crusade

    Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

    TRADE (Auction House): Sign of the Newlyweds (Blessing 3) -> Maftet Hunter (Ally 4)

    LOOT: Walking Stick -> Spear of the Watchful Guardian
    LOOT: Byzantine Lexicon -> Hand of the Honest Man

    (A reminder that Akhentepi's Armor and Neferekhu are now free for anyone else.)

    Estra starts at Howling Sands to better provide assistance to Skizza.

    Estra puts Honaire in her hand, then draws her opening hand.

    Estra wrote:

    Hand: Honaire, Binder's Tome, Blessing of Qi Zhong, Hypercognition, Maftet Hunter, Cleric of Nethys (Dip9),

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    "Notes: Binder's Tome should always be used at my location.
    Blessing of Qi Zhong may be used, particularly if the top card of the Blessings Deck has a Wisdom check to acquire.
    Hypercognition may be used freely (it's not going to be much good on my turn); adding 1 die to your Cha/Int/Wis checks for a full turn.
    Maftet Hunter may be discarded to add 2d6 to a combat check at another location.

    Don't worry too much about using my cards - I need to discard/recharge cards and reset my hand to find an Attack Spell, a Weapon and/or my Codex of Conversations before I can do that much."


    Darago may still pick any location to start at; but since traders are done I'm posting the start-of-scenario.

    Don't forget that this scenario has effects when you move and at the end of your turn. There will also be Blessings Deck manipulation, so please keep track of it as best as possible.

    Skizza starts.

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

    During This Adventure:

  • The scourge die is 1d8+1.
  • When you are dealt Acid, Electricity or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

    During This Scenario:

  • After creating the blessings deck, shuffle 6 Sandstorm villains and 6 Conflagration henchmen into it.

  • When you move, recharge a card.
  • At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

  • To win the scenario, close all of the locations.
    =
    Additional Rules: =
    HENCHMEN:
    Sand Kraken:

    Henchman 3
    Type: Monster
    Traits: Aberration
    To Defeat: Combat 20 OR Survival Dexterity Acrobatics 10
    When you encounter the Sand Kraken, each character at your location attempts a check to defeat it. If any character fails this check, the Sand Kraken is undefeated; display it next to your location, and each character that fails shuffles his character token into the location deck. When all tokens have been returned to the location, the Sand Kraken is defeated. If defeated, automatically close the location this henchman came from.
    Acid Pool:

    Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
    Girtablilu:

    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat. Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Aghash (Multiple):

    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    =
    Turn: 1, Skizza/agent_eclipse

    Random Monsters:

    Monster 1
    Spoiler:
    Girtablilu Ranger
    Monster 4
    Traits: Trigger Girtablilu Poison
    To Defeat: Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Monster 2

    Spoiler:
    Elemental Arachnid
    Monster 4
    Traits: Construct
    To Defeat: Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Monster 3

    Spoiler:
    Graven Guardian of Set
    Monster 5
    Traits: Construct
    To Defeat: Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.

    Monster 4

    Spoiler:
    Giant Mummified Crocodile
    Monster 5
    Traits: Undead Mummy
    To Defeat: Combat 21
    The Giant Mummified Crocodile is immune to the Mental and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, bury your discard pile and shuffle this card into a random open location deck.

    Monster 5

    Spoiler:
    Elder Ifreeti
    Monster 4
    Traits: Elemental Outsider Janni Fire
    To Defeat: Combat 19
    The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
    If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
    If defeated, choose a non-loot type of boon and draw a random card of that type from the box.

    Random Barriers:

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

    Barrier 2

    Spoiler:
    Insanity Mist
    Barrier 3
    Traits: Trigger Trap Magic
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Barrier 3

    Spoiler:
    Sightless Starvation
    Barrier 5
    Traits: Trigger Curse Undead Poison
    To Defeat: SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.

    Barrier 4

    Spoiler:
    Pharaoh's Altar
    Barrier 5
    Traits: Trigger Cache Lock Curse
    To Defeat: Dexterity Disable 12 OR Craft 14
    When you examine this card, suffer a scourge.
    If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, suffer scourge Curse of Blindness.

    Barrier 5

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

    Random Weapons:

    Weapon 1
    Spoiler:
    Fate Blade
    Weapon 4
    Traits: Knife Ranged Piercing Magic Pharasma
    To Acquire: Dexterity Ranged Wisdom Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 2

    Spoiler:
    Rod of the Devoured Dawn
    Weapon 5
    Traits: Staff Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Weapon 3

    Spoiler:
    Thousand Stings Whip
    Weapon 4
    Traits: Whip Melee Piercing Poison Finesse Magic
    To Acquire: Strength Melee 11
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 4

    Spoiler:
    Flaming Ranseur +3
    Weapon 5
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

    Weapon 5

    Spoiler:
    Mace of Ruin
    Weapon 4
    Traits: Mace Melee Bludgeoning Acid Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Random Spells:

    Spell 1
    Spoiler:
    Disable Mechanism
    Spell 2
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 10
    Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
    Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 2

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

    Spell 3

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

    Spell 4

    Spoiler:
    Mistform
    Spell 3
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 10
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 5

    Spoiler:
    Eruption
    Spell 4
    Traits: Magic Arcane Divine Attack Electricity Fire
    To Acquire: Intelligence Arcane Wisdom Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8+2. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Random Armor:

    Armor 1
    Spoiler:
    Parade Armor
    Armor 5
    Traits: Light Armor Alchemical
    To Acquire: Constitution Fortitude Charisma Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

    Armor 2

    Spoiler:
    Quickdraw Shield
    Armor 5
    Traits: Shield Finesse Magic
    To Acquire: Constitution Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    Armor 3

    Spoiler:
    Khamsin Coat
    Armor 3
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4

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

    Armor 5

    Spoiler:
    Silken Ceremonial Armor
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma 11
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

    Random Items:

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

    Item 2

    Spoiler:
    Burglar's Bracers
    Item B
    Traits: Accessory Tool
    To Acquire: Intelligence Craft Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.

    Item 3

    Spoiler:
    Lottery Urn
    Item 1
    Traits: Object Magic Gambling
    To Acquire: Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.

    Item 4

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

    Item 5

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

    Random Allies:

    Ally 1
    Spoiler:
    Tarworks Master
    Ally B
    Traits: Dwarf
    To Acquire: Craft Charisma Diplomacy 10
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

    Ally 2

    Spoiler:
    Ubashki
    Ally B
    Traits: Undead Mummy
    To Acquire: Bury a card
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
    Discard this card to explore your location.

    Ally 3

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

    Ally 4

    Spoiler:
    Fire Gecko
    Ally B
    Traits: Animal Elemental Fire
    To Acquire: Wisdom Survival 4
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

    Ally 5

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

    Random Blessings:

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

    Blessing 2

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

    Blessing 3

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

    Blessing 4

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

    Blessing 5

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 41

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Estra

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 2 - Turn 2 Cogsnap

    Spoiler:
    Blessing of Pharasma
    Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 3 - Turn 3 Lini

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

    Blessings Deck Card 4 - Turn 4 Darago

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

    Blessings Deck Card 5 - Turn 5 Qualzar

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 6 - Turn 6 Skizza

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 7 - Turn 7 Estra

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

    Blessings Deck Card 8 - Turn 8 Cogsnap

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

    Blessings Deck Card 9 - Turn 9 Lini

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 10 - Turn 10 Darago

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 11 - Turn 11 Qualzar

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

    Blessings Deck Card 12 - Turn 12 Skizza

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

    Blessings Deck Card 13 - Turn 13 Estra

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 14 - Turn 14 Cogsnap

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 15 - Turn 15 Lini

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

    Blessings Deck Card 16 - Turn 16 Darago

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

    Blessings Deck Card 17 - Turn 17 Qualzar

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 18 - Turn 18 Skizza

    Spoiler:
    Blessing of Isis
    Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 19 - Turn 19 Estra

    Spoiler:
    Blessing of Pharasma
    Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 20 - Turn 20 Cogsnap

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

    Blessings Deck Card 21 - Turn 21 Lini

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

    Blessings Deck Card 22 - Turn 22 Darago

    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 23 - Turn 23 Qualzar

    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 24 - Turn 24 Skizza

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

    Blessings Deck Card 25 - Turn 25 Estra

    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 26 - Turn 26 Cogsnap

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 27 - Turn 27 Lini

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

    Blessings Deck Card 28 - Turn 28 Darago

    Spoiler:
    Blessing of Anubis
    Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 29 - Turn 29 Qualzar

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

    Blessings Deck Card 30 - Turn 30 Skizza

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

    Blessings Deck Card 31 - Turn 31 Estra

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

    Blessings Deck Card 32 - Turn 32 Cogsnap

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

    Blessings Deck Card 33 - Turn 33 Lini

    Spoiler:
    Blessing of Isis
    Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 34 - Turn 34 Darago

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 35 - Turn 35 Qualzar

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

    Blessings Deck Card 36 - Turn 36 Skizza

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

    Blessings Deck Card 37 - Turn 37 Estra

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 38 - Turn 38 Cogsnap

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

    Blessings Deck Card 39 - Turn 39 Lini

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

    Blessings Deck Card 40 - Turn 40 Darago

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 41 - Turn 41 ??

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

    Location #1: Elemental Trenches
    At This Location (Open): At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Darago/AAUGHWHY

    Elemental Trenches Card 1:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Elemental Trenches Card 2:
    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Elemental Trenches Card 3:
    Guecubu
    Monster 3
    Traits: Undead
    To Defeat: Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Elemental Trenches Card 4:
    Corridor Dart Trap
    Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Elemental Trenches Card 5:
    Blessing of Wadjet
    Blessing B
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Elemental Trenches Card 6:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Elemental Trenches Card 7:
    Steel Scorpion
    Barrier 4
    Traits: Trap Lock Poison
    To Defeat: Dexterity Disable Stealth 10 OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
    While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
    Elemental Trenches Card 8:
    Toxic Geyser
    Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.
    Elemental Trenches Card 9:
    Effigy of Anubis
    Item 3
    Traits: Trigger Object Magic Anubis
    To Acquire: Intelligence 10 OR Charisma Diplomacy 8
    When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
    When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
    Elemental Trenches Card 10:
    Good Omen
    Spell B
    Traits: Magic Arcane Divine Mental Veteran
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #2: Shifting Dunes
    At This Location (Open): At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack

    Shifting Dunes Card 1:
    Hanshepsu
    Monster 5
    Traits: Construct
    To Defeat: Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.
    Shifting Dunes Card 2:
    Alchemist's Kit
    Item B
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 6
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
    Shifting Dunes Card 3:
    Acid Pool
    Henchman C
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 4:
    Sightless Starvation
    Barrier 5
    Traits: Trigger Curse Undead Poison
    To Defeat: SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Shifting Dunes Card 5:
    Returning Throwing Axe +1
    Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    Shifting Dunes Card 6:
    Geniekin
    Monster B
    Traits: Trigger Elemental Outsider Janni Veteran
    To Defeat: Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
    Shifting Dunes Card 7:
    Freed Soul
    Ally 5
    Traits: Undead Incorporeal Ghost
    To Acquire: Charisma Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
    Shifting Dunes Card 8:
    Mumia Smugglers
    Ally B
    Traits: Human Rogue Aspis Hireling
    To Acquire: Charisma Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
    Discard this card to explore your location.
    Shifting Dunes Card 9:
    Detonate
    Spell 3
    Traits: Magic Arcane Attack
    To Acquire: Intelligence Arcane 10
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
    Shifting Dunes Card 10:
    Blast Glyph
    Barrier 3
    Traits: Trigger Trap Magic Cold Arcane
    To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

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

    Sulfur Pits Card 1:
    Monstrous Physique
    Spell 5
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 13
    Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.
    Sulfur Pits Card 2:
    Sedja
    Ally 3
    Traits: Animal
    To Acquire: Charisma Diplomacy 11
    If you fail the check to acquire, you are dealt 1 Combat damage.
    Recharge this card to add 1d8 to your Knowledge or Survival check.
    Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
    Sulfur Pits Card 3:
    Shaitan Ghul
    Monster 5
    Traits: Elemental Undead Janni
    To Defeat: Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.
    Sulfur Pits Card 4:
    Fiendish Sphinx
    Barrier 4
    Traits: Trigger Trap Arcane Magic Sphinx
    To Defeat: Intelligence Knowledge Arcane Wisdom 12
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
    Sulfur Pits Card 5:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sulfur Pits Card 6:
    Sand Kraken
    Henchman 3
    Type: Monster
    Traits: Aberration
    To Defeat: Combat 20 OR Survival Dexterity Acrobatics 10
    When you encounter the Sand Kraken, each character at your location attempts a check to defeat it. If any character fails this check, the Sand Kraken is undefeated; display it next to your location, and each character that fails shuffles his character token into the location deck. When all tokens have been returned to the location, the Sand Kraken is defeated.
    If defeated, automatically close the location this henchman came from.
    Sulfur Pits Card 7:
    Living Sandstorms
    Monster 5
    Traits: Trigger Elemental Outsider
    To Defeat: Combat 18
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    Sulfur Pits Card 8:
    Bone Lamellar
    Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Sulfur Pits Card 9:
    Cenovath Swarm
    Monster 5
    Traits: Vermin Swarm Poison
    To Defeat: Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
    Sulfur Pits Card 10:
    Galvanic Kopis +2
    Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Location #4: Volcanic Vents
    At This Location (Open): All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Volcanic Vents Card 1:
    Steel Ibis Lamellar
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
    Volcanic Vents Card 2:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Volcanic Vents Card 3:
    Bird Feather Tokens
    Item 3
    Traits: Object Magic
    To Acquire: Intelligence Arcane 9
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.
    Volcanic Vents Card 4:
    Ghoul
    Monster 1
    Traits: Undead Ghoul
    To Defeat: Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Volcanic Vents Card 5:
    Burning Child
    Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    Volcanic Vents Card 6:
    Ice Storm
    Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Volcanic Vents Card 7:
    Shattertouch Shotel +2
    Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.
    Volcanic Vents Card 8:
    Shocking Chest
    Barrier 4
    Traits: Cache Lock Trap
    To Defeat: DexterityDisable 12 OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.
    Volcanic Vents Card 9:
    Aghash
    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Volcanic Vents Card 10:
    Blessing of Pharasma
    Blessing C
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #5: Howling Sands
    At This Location (Open): At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Estra/Yewstance, Skizza/agent_eclipse

    Howling Sands Card 1:
    Basif Iosep
    Ally 2
    Traits: Half-Elf Shopkeeper Aspis
    To Acquire: Charisma Diplomacy 6
    At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
    Discard this card to explore your location.
    Howling Sands Card 2:
    Ghost Battling Ring
    Item B
    Traits: Accessory Magic Pharasma Veteran
    To Acquire: Arcane Divine Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
    Howling Sands Card 3:
    Rukh
    Monster 3
    Traits: Animal Acid
    To Defeat: Combat 13 THEN Combat 13
    If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    Damage dealt by the Rukh is Acid damage.
    If undefeated, move to a random location.
    Howling Sands Card 4:
    Thunder Lizard
    Monster 3
    Traits: Dragon Electricity
    To Defeat: Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Howling Sands Card 5:
    Find Traps
    Spell B
    Traits: Magic Divine
    To Acquire: Wisdom Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Howling Sands Card 6:
    Bonestorm
    Monster 4
    Traits: Undead Swarm
    To Defeat: Combat 17
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
    Howling Sands Card 7:
    Eternal Captives
    Barrier 4
    Traits: Curse Undead
    To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Howling Sands Card 8:
    Qasin
    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Howling Sands Card 9:
    Steel Ibis Lamellar
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
    Howling Sands Card 10:
    Aghash
    Henchman C
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Thornscrub
    At This Location (Open): Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Cogsnap/VampByDay

    Thornscrub Card 1:
    Girtablilu Ranger
    Monster 4
    Traits: Trigger Girtablilu Poison
    To Defeat: Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.
    Thornscrub Card 2:
    Blessing of Maat
    Blessing 2
    Traits: Divine Maat
    To Acquire: Divine 6 OR Constitution Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Thornscrub Card 3:
    Aghash
    Henchman C
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Thornscrub Card 4:
    Symbol of Fear
    Barrier 3
    Traits: Trigger Trap Magic Curse
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Thornscrub Card 5:
    Staff of Minor Healing
    Item 1
    Traits: Staff Magic Divine Healing
    To Acquire: Wisdom Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Thornscrub Card 6:
    Falcon Crown
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.
    Thornscrub Card 7:
    Ubashki Swarm
    Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
    Thornscrub Card 8:
    Royal Naga
    Monster 4
    Traits: Aberration
    To Defeat: Combat 16 THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Thornscrub Card 9:
    Killing Box
    Barrier 5
    Traits: Obstacle Trap Magic Arcane Acid
    To Defeat: Intelligence Knowledge Perception 13 OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Thornscrub Card 10:
    Bonecrusher Chieftain
    Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.

    Location #7: Earthworks
    At This Location (Open): 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 ?: 1
    Located/Displayed Here: None

    Earthworks Card 1:
    Kafar
    Ally B
    Traits: Trigger Human Rogue Aspis
    To Acquire: Wisdom Charisma Diplomacy 9
    When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
    Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
    Earthworks Card 2:
    Mummified Sphinx
    Monster 3
    Traits: Undead Sphinx Mummy
    To Defeat: Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.
    Earthworks Card 3:
    Plasma Ooze
    Monster 5
    Traits: Ooze Electricity Fire
    To Defeat: Combat 20
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Earthworks Card 4:
    Bone Lamellar
    Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Earthworks Card 5:
    Aghash
    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Earthworks Card 6:
    Shield Cloak
    Armor 1
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Intelligence Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
    Earthworks Card 7:
    Hungry Fog
    Barrier 3
    Traits: Obstacle Magic Acid
    To Defeat: Wisdom Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Earthworks Card 8:
    Chest of Keeping
    Item 5
    Traits: Object Magic
    To Acquire: Intelligence Craft Knowledge Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
    Earthworks Card 9:
    Sebti the Crocodile
    Ally 1
    Traits: Trigger Human Cleric
    To Acquire:
    CharismaDiplomacyDivine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
    Earthworks Card 10:
    Grave Goods
    Barrier 3
    Traits: Trigger Cache Curse
    To Defeat: Disable 10 OR Dexterity Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Location #8: Windswept Chasm
    At This Location (Open): All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Qualzar/EmpTyger

    Windswept Chasm Card 1:
    Ubashki Swarm
    Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
    Windswept Chasm Card 2:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Windswept Chasm Card 3:
    Telekinetic Enucleation
    Barrier 5
    Traits: Trigger Curse
    To Defeat: Intelligence Perception Dexterity Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.
    Windswept Chasm Card 4:
    Aghash
    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Windswept Chasm Card 5:
    Axe of the Imperative
    Weapon 5
    Traits: Axe Melee Slashing Magic
    To Acquire: Strength Melee Perception 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.
    Windswept Chasm Card 6:
    Pillar of Life
    Spell 4
    Traits: Magic Divine Healing
    To Acquire: Wisdom Divine 12
    Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Windswept Chasm Card 7:
    Sky Pharaoh's Curse
    Barrier 5
    Traits: Trigger Curse
    To Defeat: Intelligence Perception Arcane 15 OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
    Windswept Chasm Card 8:
    Collapsing Sphinx
    Barrier 4
    Traits: Trigger Obstacle Sphinx
    To Defeat: Dexterity Stealth Perception Wisdom 12
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
    Windswept Chasm Card 9:
    Blessing of Osiris
    Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Windswept Chasm Card 10:
    Shield of Fire Resistance
    Armor 1
    Traits: Shield Offhand Magic
    To Acquire: Constitution Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.


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

    Starting Location: Thornscrub

    Sunburst Market: Replace Mind's Eye Blade with Basic Item

    Replace Sunburst Market Item with Mask of the Forgotten Pharaoh. Replace Staff of Minor Healing with Mythopoetic Sphinx. Replace Wand of Scorching Ray with Sun Falcon Pectoral.

    Mythopoeic Curse:
    Look now at Osirion's End.[/ooc]

    Darago wrote:

    Hand: Bound Lantern Archon, Cloudburst, Ghost Whip, Shield Cloak, Acid Rain, Blessing of Isis, Spelldagger,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Notes: Isis: +2 dice on INT check or w/ Acid/Construct Trait
    Sideboard cards:

    [spoiler=Skills and Powers]SKILLS

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

    Favored Card: Spell
    Hand Size: 7
    Proficient with: None
    Powers:
    When you acquire a card that has the magic trait during your exploration, you may immediately explore again.
    Add 1d4 ([X] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
    [X] When you defeat a monster that has the Undead trait ([X] or any monster) and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 ([ ]+1) ([ ]+2) to your check([X] or a check by any character at the location).
    [ ] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.

    The Exchange

    Deck Handler

    "Old lady wants to explore this creepy place with Skizza? I hear the howling but never see the dogmen. Well let's get started if we want to find more shinies then the others!" Skizza says as they set off into the dunes.

    Explore Howling Sands Card 1: Basif Iosep.

    Spoiler:

    Ally 2
    Traits: Half-Elf Shopkeeper Aspis
    To Acquire: Charisma Diplomacy 6
    At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
    Discard this card to explore your location.

    Estra displays Binder's Tome.
    Charisma 6: 1d6 + 1d4 ⇒ (2) + (4) = 6 Acquired. That is a nice Ally 2, lol.

    Discard Swiftshooter to Draw Adamantine Bullets then Explore Card 2: Ghost Battling Ring.

    Spoiler:

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

    Banished.

    Discard Blessing of Sivanah to Explore Card 3: Rukh.

    Spoiler:

    Monster 3
    Traits: Animal Acid
    To Defeat: Combat 13 THEN Combat 13
    If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
    Damage dealt by the Rukh is Acid damage.
    If undefeated, move to a random location.

    Reveal Shock Musket +1. Estra reveals Binder's Tome.
    1st Combat 13: 1d10 + 3 + 2 + 1d10 + 1 + 1d4 ⇒ (4) + 3 + 2 + (3) + 1 + (1) = 14 Defeated.
    Reload: 1d12 ⇒ 2

    Reveal Shock Musket +1. Estra reveals Binder's Tome.
    2nd Combat 13: 1d10 + 3 + 2 + 1d10 + 1 + 1d4 ⇒ (1) + 3 + 2 + (6) + 1 + (3) = 16 Defeated.
    Reload: 1d12 ⇒ 3

    Discard Basif Iosep to Explore Card 4: Thunder Lizard.

    Spoiler:

    Monster 3
    Traits: Dragon Electricity
    To Defeat: Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    BYA Damage: 1d4 ⇒ 3 Estra rolls for it as well, sorry!
    Shock Musket +1, Adamantine Bullets and Tetisurah discarded to damage.
    Reveal Dragon Pistol +1. Estra reveals Binder's Tome (If she still has it if not I will just use a Blessing of Alkenstar).
    Combat 13: 1d10 + 3 + 2 + 1d6 + 1 + 1d4 ⇒ (4) + 3 + 2 + (1) + 1 + (4) = 15 Defeated.
    Reload: 1d12 ⇒ 5

    Examine Top card of Blessings Deck. Conflagration: TRIGGERED.
    Random Location: 1d8 ⇒ 8 Displayed at Windswept Chasm.

    End Turn. Reset Hand.

    Skizza quickly runs ahead and finds one of the Aspis wandering out in bad shape and quickly strong arms him into coming along with Estra's help.

    As he quickly runs further in he tramples a small ring left in the sand. His excitement grows as he sees a Rukh flying in the sky ahead. Quickly he pulls out his musket and begins firing while Estra gives him pointers.

    "I got it. I got it! It's down! Hungry?" he says running towards the downed prey but a scavenging Thunder Lizard was quick to steal the kill.

    "NO YOU D--" Skizza tries to yell before being dealt a massive shock...but through the after-tremors he loads his pistol and fires into the lizards skull. He looks back and sees the electric charge jumped to Estra. He runs over to check on her not noticing that behind them a fire has started some ways away.

    Skizza wrote:

    Hand: Blessing of Alkenstar 1, Dragon Pistol +1, Cannon Master, Blessing of Tsukiyo, Blessing of Alkenstar 2, Emerald of Dexterity,

    Displayed:
    Deck: 9 Discard: 6 Buried: 0
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:

    Silver Crusade

    Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

    Off Turn Electricity Damage: 1d4 ⇒ 4 -> Ow... Estra discards Binder's Tome, Hypercognition, Maftet Hunter and Cleric of Nethys to damage and suffers the Curse of the Sphinx from the adventure power.

    Estra starts her turn.
    Blessing of Pharasma discarded from the Blessings Deck.

    Estra reveals Honaire to heal herself.
    Honaire Cure: 1d4 + 1 ⇒ (4) + 1 = 5 -> Wow! Awesome! Estra shuffles all 4 cards (Binder's Tome, Hypercognition, Maftet Hunter, Cleric of Nethys) from her discard pile into her deck.
    Honaire is discarded.

    The lightning leaves Estra blinded and worn... but its harm appeared to have been merely superficial - Honaire took the brunt of the electricity himself, but discorporeated into temporary oblivion in the process.

    Estra has only a Blessing of Qi Zhong in hand, and absolutely nothing else. However, her Curse of the Sphinx will come in handy, potentially refilling her full hand if I can just examine a boon - plus, using the Blessing of Qi Zhong will let me topdeck Honaire from my discard pile.

    Estra remains at the Howling Sands, skips her examination power and also skips her free exploration as well.

    The lightning, if anything, seemed to have done something to the elderly spiritualist's perceptions. She catches glimpses of odd lights, and is oddly twitchy and on-edge. She waves off Skizza's concern with some grumbling, trying to focus on resummoning Honaire's form.

    Estra reveals Blessing of Qi Zhong to randomly shuffle Honaire from her discard pile into her deck, though uses her power to instead set aside Honaire.
    Following the shuffle, Estra places Honaire on top of her deck with her power, then discards Blessing of Qi Zhong and explores again.
    Curse of the Sphinx: Estra examines the top of her location before exploring it.

    Howling Sands Card 5: Find Traps (Boon):

    Spell B
    Traits: Magic Divine
    To Acquire: Wisdom Divine 6
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
    Curse of the Spinx: Find Traps is a boon, so Estra recharges her hand (she has no cards in hand), then resets her hand...

    Estra wrote:

    Hand: Honaire, Sign of the Thrush, Mindblade (Dip9), Binder's Tome, Ghost Rider, Sphere of Fire,

    Displayed: Curse of the Sphinx,
    Deck: 14 Discard: 1 Buried: 0

    ...then discards Sign of the Thrush to damage. I feel like I've just started the scenario over with a fresh hand, really.

    Estra officially explores to encounter the Find Traps.
    Divine 8: 1d10 + 4 ⇒ (1) + 4 = 5 -> Failed. Find Traps banished.

    Estra discards Ghost Rider to explore again, adding 1d8 to her combat checks during this exploration.
    Curse of the Sphinx: Estra examines the top of her location before exploring it.

    Howling Sands Card 6: Bonestorm (Non-Boon):

    Monster 4
    Traits: Undead Swarm
    To Defeat: Combat 17
    The Bonestorm immune to the Mental and Poison traits.
    Half of the damage (round down) from the Bonestorm may not be reduced.
    If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
    Estra officially explores to encounter the Bonestorm.

    Estra displays and additionally discards Sphere of Fire for combat.
    Estra places Honaire on top of her deck to add an additional 1d6+5 to her combat check.
    Combat 17/21 (Divine): 1d10 + 4 + 2d6 + 1d6 + 5 ⇒ (6) + 4 + (3, 6) + (4) + 5 = 28 -> Bonestorm defeated. Estra draws a card (Honaire) for passing a combat check.
    Divine 9: 1d10 + 4 ⇒ (6) + 4 = 10 -> Sphere of Fire recharged.

    Estra wanders the sands, succeeding at recalling Honaire to her side, but still struggling with odd glimpses of fitful inspiration, followed by sudden bursts of exhaustion. The elements of the land oppose them, but what affliction has struck her like this? She has no time to try to gather her thoughts, as a storm of bones bursts from the sand in a flurry of necromantic magic - taking no clear form but that of a flux of vengeful spirits, too far gone even for her communion.

    Seeing no other choice, Estra summons orbs of fire to incinerate the storm of bone, as Honaire swings his spectral blade at the core of the bizarre creature, forcing it to dissipate as Estra drives the monster back into death; its bones falling to the sweeping sands to be buried by the howling dunes.

    If I discard my remaining ally to explore, I'll be in no position to fight unless I hit a boon to reset my hand from my Curse. From my count, there's still a henchman and a barrier left, and I'd rather not risk losing my Binder's Tome by needing an emergency evade so early, so that's my turn for now.

    Estra ends her turn, examining the top card of the blessings deck...
    Blessing of the Ancients -> Moved to the bottom.

    Estra resets her hand.

    Estra wrote:

    Hand: Honaire, Mindblade (Dip9), Binder's Tome, Fly, Swipe, Hypercognition,

    Displayed: Curse of the Sphinx,
    Deck: 12 Discard: 3 Buried: 0
    Notes: Binder's Tome should always be used at my location.

    Estra will Fly over to a location that has a Conflagration displayed before the start of her next turn, if necessary, so that she can put it out.

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d4 [ ] +1 [ ]+2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Knowledge: Intelligence +1
    Wisdom d10 [X] +1 [X] +2 [ ] +3 [ ] +4
    Divine: Wisdom +2
    Perception: Wisdom +2
    Charisma d10 [X] +1 [X] +2 [ ] +3
    *Diplomacy: Charisma +3

    Favored Card: Loot Ally Honaire
    Hand Size 5 [X] 6 [ ] 7
    Proficient with: Light Armors
    Powers:
    At the end of your move step, you may examine the top card of your location deck. ([ ] If the card has a power that happens when examined, you may instead shuffle a card into your deck to ignore the power.) You may bury ([X] or discard) a card to encounter the card; during this encounter, add 1d6 ([ ]+1) to your Strength, Dexterity, and Constitution checks.
    When you succeed at a combat ([X] or Charisma) check, you may draw a card ([ ] or shuffle a random card from your discard pile into your deck).
    [X] When the ally Honaire would be shuffled into your deck, you may set it aside and, after shuffling, put it on top of your deck.
    [ ] At the start of your turn, you may exchange an ally ([ ] or a blessing) in your hand with an ally in your discard pile.
    [X] *Gain the skill Diplomacy: Charisma +3.
    [ ] Instead of the first exploration of your turn, each character at your location may shuffle a random ally from his discard pile into his deck.

    PLAYER REWARDS:

    Spoiler:

    [ ] [ ] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
    (You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.)
    [X] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
    [X] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

    Die Bumps remaining: 2

    The Exchange

    Deck Handler

    Hand adjustment.

    Skizza wrote:

    Hand: Deadeye Pistol +1, Dragon Pistol +1, Cannon Master, Blessing of Tsukiyo, Blessing of Alkenstar 2, Emerald of Dexterity,

    Displayed: Curse of the Sphinx,
    Deck: 9 Discard: 6 Buried: 0
    Notes: Free to use: Weapons and Blessings
    Sideboard cards:


    During This Adventure:

  • The scourge die is 1d8+1.
  • When you are dealt Acid, Electricity or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

    During This Scenario:

  • After creating the blessings deck, shuffle 6 Sandstorm villains and 6 Conflagration henchmen into it.

  • When you move, recharge a card.
  • At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

  • To win the scenario, close all of the locations.
    =
    Additional Rules: =
    HENCHMEN:
    Sand Kraken:

    Henchman 3
    Type: Monster
    Traits: Aberration
    To Defeat: Combat 20 OR Survival Dexterity Acrobatics 10
    When you encounter the Sand Kraken, each character at your location attempts a check to defeat it. If any character fails this check, the Sand Kraken is undefeated; display it next to your location, and each character that fails shuffles his character token into the location deck. When all tokens have been returned to the location, the Sand Kraken is defeated. If defeated, automatically close the location this henchman came from.
    Acid Pool:

    Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
    Girtablilu:

    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat. Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Aghash (Multiple):

    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    =
    Turn: 3, Cogsnap/VampByDay

    Random Monsters:

    Monster 1
    Spoiler:
    Thunder Lizard
    Monster 3
    Traits: Dragon Electricity
    To Defeat: Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

    Monster 2

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

    Monster 3

    Spoiler:
    Mummy Golem
    Monster 4
    Traits: Construct Golem Mummy
    To Defeat: Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

    Monster 4

    Spoiler:
    Girtablilu Ranger
    Monster 4
    Traits: Trigger Girtablilu Poison
    To Defeat: Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.

    Monster 5

    Spoiler:
    Graven Guardian of Set
    Monster 5
    Traits: Construct
    To Defeat: Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.

    Random Barriers:

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

    Barrier 2

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

    Barrier 3

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

    Barrier 4

    Spoiler:
    Inevitable Trap
    Barrier 3
    Traits: Trigger Trap Skirmish Magic
    To Defeat: Intelligence Arcane Knowledge 13 OR Wisdom Survival 10
    When you examine this card, encounter it.
    If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

    Barrier 5

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

    Random Weapons:

    Weapon 1
    Spoiler:
    Icy Longspear +1
    Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Weapon 2

    Spoiler:
    Mace of Ruin
    Weapon 4
    Traits: Mace Melee Bludgeoning Acid Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Weapon 3

    Spoiler:
    Iceblade Spelldagger
    Weapon 5
    Traits: Knife Ranged Piercing Cold Magic
    To Acquire: Dexterity Ranged 12 OR Arcane Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.

    Weapon 4

    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5
    Traits: Bow Ranged Piercing 2-Handed Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Weapon 5

    Spoiler:
    Fate Blade
    Weapon 4
    Traits: Knife Ranged Piercing Magic Pharasma
    To Acquire: Dexterity Ranged Wisdom Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Random Spells:

    Spell 1
    Spoiler:
    Chain Lightning
    Spell 3
    Traits: Magic Arcane Attack Electricity
    To Acquire: Intelligence Arcane 10
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Spell 2

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

    Spell 3

    Spoiler:
    Lightning Bolt
    Spell 2
    Traits: Magic Arcane Attack Electricity
    To Acquire: Intelligence Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spell 4

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

    Spell 5

    Spoiler:
    Knock
    Spell 1
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Random Armor:

    Armor 1
    Spoiler:
    Silken Ceremonial Armor
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma 11
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

    Armor 2

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

    Armor 3

    Spoiler:
    Khamsin Coat
    Armor 3
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4

    Spoiler:
    Clawhand Shield
    Armor 3
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude 6 OR Melee 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Armor 5

    Spoiler:
    Quickdraw Shield
    Armor 5
    Traits: Shield Finesse Magic
    To Acquire: Constitution Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    Random Items:

    Item 1
    Spoiler:
    Wyvern Poison
    Item 5
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

    Item 2

    Spoiler:
    Scarab Sand
    Item 3
    Traits: Object Alchemical Mummy
    To Acquire: Intelligence Craft Arcane 9
    Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.

    Item 3

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

    Item 4

    Spoiler:
    Knot of Isis
    Item 3
    Traits: Trigger Object Magic
    To Acquire: Intelligence Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

    Item 5

    Spoiler:
    Sunrod
    Item 4
    Traits: Staff Attack Alchemical
    To Acquire: Strength Melee 10 OR Intelligence Craft 12
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.

    Random Allies:

    Ally 1
    Spoiler:
    Sophronia
    Ally 4
    Traits: Undead Ghost Incorporeal
    To Acquire: Charisma Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check at your location.
    Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration.
    You may discard a card from the blessing deck to recharge this card instead of discarding it.

    Ally 2

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

    Ally 3

    Spoiler:
    Cloud Elemental
    Ally 5
    Traits: Outsider Elemental Electricity
    To Acquire: Wisdom Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.

    Ally 4

    Spoiler:
    Tarworks Master
    Ally B
    Traits: Dwarf
    To Acquire: Craft Charisma Diplomacy 10
    Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
    Discard this card to explore your location.

    Ally 5

    Spoiler:
    Druid of the Storm
    Ally 2
    Traits: Human Druid Veteran
    To Acquire: Divine 7 OR Charisma Diplomacy 9
    Discard this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

    Random Blessings:

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

    Blessing 2

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

    Blessing 3

    Spoiler:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card 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 4

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

    Blessing 5

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 38

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Lini

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 2 - Turn 2 Darago

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 3 - Turn 3 Qualzar

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

    Blessings Deck Card 4 - Turn 4 Skizza

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

    Blessings Deck Card 5 - Turn 5 Estra

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 6 - Turn 6 Cogsnap

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 7 - Turn 7 Lini

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

    Blessings Deck Card 8 - Turn 8 Darago

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

    Blessings Deck Card 9 - Turn 9 Qualzar

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 10 - Turn 10 Skizza

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 11 - Turn 11 Estra

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

    Blessings Deck Card 12 - Turn 12 Cogsnap

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

    Blessings Deck Card 13 - Turn 13 Lini

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 14 - Turn 14 Darago

    Spoiler:
    Blessing of Isis
    Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 15 - Turn 15 Qualzar

    Spoiler:
    Blessing of Pharasma
    Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 16 - Turn 16 Skizza

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

    Blessings Deck Card 17 - Turn 17 Estra

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

    Blessings Deck Card 18 - Turn 18 Cogsnap

    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 19 - Turn 19 Lini

    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 20 - Turn 20 Darago

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

    Blessings Deck Card 21 - Turn 21 Qualzar

    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 22 - Turn 22 Skizza

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 23 - Turn 23 Estra

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

    Blessings Deck Card 24 - Turn 24 Cogsnap

    Spoiler:
    Blessing of Anubis
    Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 25 - Turn 25 Lini

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

    Blessings Deck Card 26 - Turn 26 Darago

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

    Blessings Deck Card 27 - Turn 27 Qualzar

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

    Blessings Deck Card 28 - Turn 28 Skizza

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

    Blessings Deck Card 29 - Turn 29 Estra

    Spoiler:
    Blessing of Isis
    Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 30 - Turn 30 Cogsnap

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 31 - Turn 31 Lini

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

    Blessings Deck Card 32 - Turn 32 Darago

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

    Blessings Deck Card 33 - Turn 33 Qualzar

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 34 - Turn 34 Skizza

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

    Blessings Deck Card 35 - Turn 35 Estra

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

    Blessings Deck Card 36 - Turn 36 Cogsnap

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 37 - Turn 37 Lini

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

    Blessings Deck Card 38 - Turn 38 Darago

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

    Location #1: Elemental Trenches
    At This Location (Open): At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Elemental Trenches Card 1:
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Elemental Trenches Card 2:
    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Elemental Trenches Card 3:
    Guecubu
    Monster 3
    Traits: Undead
    To Defeat: Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Elemental Trenches Card 4:
    Corridor Dart Trap
    Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Elemental Trenches Card 5:
    Blessing of Wadjet
    Blessing B
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Elemental Trenches Card 6:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Elemental Trenches Card 7:
    Steel Scorpion
    Barrier 4
    Traits: Trap Lock Poison
    To Defeat: Dexterity Disable Stealth 10 OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
    While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
    Elemental Trenches Card 8:
    Toxic Geyser
    Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.
    Elemental Trenches Card 9:
    Effigy of Anubis
    Item 3
    Traits: Trigger Object Magic Anubis
    To Acquire: Intelligence 10 OR Charisma Diplomacy 8
    When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
    When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
    Elemental Trenches Card 10:
    Good Omen
    Spell B
    Traits: Magic Arcane Divine Mental Veteran
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #2: Shifting Dunes
    At This Location (Open): At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack

    Shifting Dunes Card 1:
    Hanshepsu
    Monster 5
    Traits: Construct
    To Defeat: Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.
    Shifting Dunes Card 2:
    Alchemist's Kit
    Item B
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 6
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
    Shifting Dunes Card 3:
    Acid Pool
    Henchman C
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 4:
    Sightless Starvation
    Barrier 5
    Traits: Trigger Curse Undead Poison
    To Defeat: SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Shifting Dunes Card 5:
    Returning Throwing Axe +1
    Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    Shifting Dunes Card 6:
    Geniekin
    Monster B
    Traits: Trigger Elemental Outsider Janni Veteran
    To Defeat: Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
    Shifting Dunes Card 7:
    Freed Soul
    Ally 5
    Traits: Undead Incorporeal Ghost
    To Acquire: Charisma Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
    Shifting Dunes Card 8:
    Mumia Smugglers
    Ally B
    Traits: Human Rogue Aspis Hireling
    To Acquire: Charisma Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
    Discard this card to explore your location.
    Shifting Dunes Card 9:
    Detonate
    Spell 3
    Traits: Magic Arcane Attack
    To Acquire: Intelligence Arcane 10
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
    Shifting Dunes Card 10:
    Blast Glyph
    Barrier 3
    Traits: Trigger Trap Magic Cold Arcane
    To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

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

    Sulfur Pits Card 1:
    Monstrous Physique
    Spell 5
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 13
    Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.
    Sulfur Pits Card 2:
    Sedja
    Ally 3
    Traits: Animal
    To Acquire: Charisma Diplomacy 11
    If you fail the check to acquire, you are dealt 1 Combat damage.
    Recharge this card to add 1d8 to your Knowledge or Survival check.
    Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
    Sulfur Pits Card 3:
    Shaitan Ghul
    Monster 5
    Traits: Elemental Undead Janni
    To Defeat: Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.
    Sulfur Pits Card 4:
    Fiendish Sphinx
    Barrier 4
    Traits: Trigger Trap Arcane Magic Sphinx
    To Defeat: Intelligence Knowledge Arcane Wisdom 12
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
    Sulfur Pits Card 5:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sulfur Pits Card 6:
    Sand Kraken
    Henchman 3
    Type: Monster
    Traits: Aberration
    To Defeat: Combat 20 OR Survival Dexterity Acrobatics 10
    When you encounter the Sand Kraken, each character at your location attempts a check to defeat it. If any character fails this check, the Sand Kraken is undefeated; display it next to your location, and each character that fails shuffles his character token into the location deck. When all tokens have been returned to the location, the Sand Kraken is defeated.
    If defeated, automatically close the location this henchman came from.
    Sulfur Pits Card 7:
    Living Sandstorms
    Monster 5
    Traits: Trigger Elemental Outsider
    To Defeat: Combat 18
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    Sulfur Pits Card 8:
    Bone Lamellar
    Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Sulfur Pits Card 9:
    Cenovath Swarm
    Monster 5
    Traits: Vermin Swarm Poison
    To Defeat: Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
    Sulfur Pits Card 10:
    Galvanic Kopis +2
    Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Location #4: Volcanic Vents
    At This Location (Open): All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: None

    Volcanic Vents Card 1:
    Steel Ibis Lamellar
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
    Volcanic Vents Card 2:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Volcanic Vents Card 3:
    Bird Feather Tokens
    Item 3
    Traits: Object Magic
    To Acquire: Intelligence Arcane 9
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.
    Volcanic Vents Card 4:
    Ghoul
    Monster 1
    Traits: Undead Ghoul
    To Defeat: Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Volcanic Vents Card 5:
    Burning Child
    Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    Volcanic Vents Card 6:
    Ice Storm
    Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Volcanic Vents Card 7:
    Shattertouch Shotel +2
    Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.
    Volcanic Vents Card 8:
    Shocking Chest
    Barrier 4
    Traits: Cache Lock Trap
    To Defeat: DexterityDisable 12 OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.
    Volcanic Vents Card 9:
    Aghash
    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Volcanic Vents Card 10:
    Blessing of Pharasma
    Blessing C
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Location #5: Howling Sands
    At This Location (Open): At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Estra/Yewstance, Skizza/agent_eclipse

    Howling Sands Card 1:
    Eternal Captives
    Barrier 4
    Traits: Curse Undead
    To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Howling Sands Card 2:
    Qasin
    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Howling Sands Card 3:
    Steel Ibis Lamellar
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
    Howling Sands Card 4:
    Aghash
    Henchman C
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Thornscrub
    At This Location (Open): Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Cogsnap/VampByDay, Darago/AAUGHWHY

    Thornscrub Card 1:
    Girtablilu Ranger
    Monster 4
    Traits: Trigger Girtablilu Poison
    To Defeat: Combat 17
    When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
    Before you act, you are dealt 1d4 Poison damage.
    Thornscrub Card 2:
    Blessing of Maat
    Blessing 2
    Traits: Divine Maat
    To Acquire: Divine 6 OR Constitution Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Thornscrub Card 3:
    Aghash
    Henchman C
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Thornscrub Card 4:
    Symbol of Fear
    Barrier 3
    Traits: Trigger Trap Magic Curse
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Thornscrub Card 5:
    Staff of Minor Healing
    Item 1
    Traits: Staff Magic Divine Healing
    To Acquire: Wisdom Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Thornscrub Card 6:
    Falcon Crown
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.
    Thornscrub Card 7:
    Ubashki Swarm
    Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
    Thornscrub Card 8:
    Royal Naga
    Monster 4
    Traits: Aberration
    To Defeat: Combat 16 THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Thornscrub Card 9:
    Killing Box
    Barrier 5
    Traits: Obstacle Trap Magic Arcane Acid
    To Defeat: Intelligence Knowledge Perception 13 OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Thornscrub Card 10:
    Bonecrusher Chieftain
    Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.

    Location #7: Earthworks
    At This Location (Open): 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 ?: 1
    Located/Displayed Here: None

    Earthworks Card 1:
    Kafar
    Ally B
    Traits: Trigger Human Rogue Aspis
    To Acquire: Wisdom Charisma Diplomacy 9
    When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
    Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
    Earthworks Card 2:
    Mummified Sphinx
    Monster 3
    Traits: Undead Sphinx Mummy
    To Defeat: Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.
    Earthworks Card 3:
    Plasma Ooze
    Monster 5
    Traits: Ooze Electricity Fire
    To Defeat: Combat 20
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Earthworks Card 4:
    Bone Lamellar
    Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Earthworks Card 5:
    Aghash
    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Earthworks Card 6:
    Shield Cloak
    Armor 1
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Intelligence Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
    Earthworks Card 7:
    Hungry Fog
    Barrier 3
    Traits: Obstacle Magic Acid
    To Defeat: Wisdom Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Earthworks Card 8:
    Chest of Keeping
    Item 5
    Traits: Object Magic
    To Acquire: Intelligence Craft Knowledge Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
    Earthworks Card 9:
    Sebti the Crocodile
    Ally 1
    Traits: Trigger Human Cleric
    To Acquire:
    CharismaDiplomacyDivine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
    Earthworks Card 10:
    Grave Goods
    Barrier 3
    Traits: Trigger Cache Curse
    To Defeat: Disable 10 OR Dexterity Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Location #8: Windswept Chasm
    At This Location (Open): All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Qualzar/EmpTyger, Conflagration displayed (Cannot be closed)

    Windswept Chasm Card 1:
    Ubashki Swarm
    Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
    Windswept Chasm Card 2:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Windswept Chasm Card 3:
    Telekinetic Enucleation
    Barrier 5
    Traits: Trigger Curse
    To Defeat: Intelligence Perception Dexterity Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.
    Windswept Chasm Card 4:
    Aghash
    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Windswept Chasm Card 5:
    Axe of the Imperative
    Weapon 5
    Traits: Axe Melee Slashing Magic
    To Acquire: Strength Melee Perception 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.
    Windswept Chasm Card 6:
    Pillar of Life
    Spell 4
    Traits: Magic Divine Healing
    To Acquire: Wisdom Divine 12
    Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Windswept Chasm Card 7:
    Sky Pharaoh's Curse
    Barrier 5
    Traits: Trigger Curse
    To Defeat: Intelligence Perception Arcane 15 OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
    Windswept Chasm Card 8:
    Collapsing Sphinx
    Barrier 4
    Traits: Trigger Obstacle Sphinx
    To Defeat: Dexterity Stealth Perception Wisdom 12
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
    Windswept Chasm Card 9:
    Blessing of Osiris
    Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Windswept Chasm Card 10:
    Shield of Fire Resistance
    Armor 1
    Traits: Shield Offhand Magic
    To Acquire: Constitution Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.


  • Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Start of turn, BotElements on top. Display Canteen.
    Cogsnap wanders the Thornscrub with Drago as the two chat amicably. Suddenly:
    Initial explore-Girtablilu Ranger
    A scorpion-man pops out of the desert and raises his stinger threateningly. Before he can act though, Cogsnap's fast reaction allows him to pull his Chakrum and throw it at the creature, disorienting him.
    Did not examine so no trigger. Discard Galvanic Chakrum +1 to ignore BYA poison damage. Use Acid Flask on Monster
    Before the monster can recover from the Chakrum attack, Cogsnap grabs an acid flask and throws it at the creature.
    Combat 17 vs. 1d10+3(dex)+1(ranged skill)+2d6(acid)+1d6+2(power): 1d10 + 6 + 3d6 ⇒ (3) + 6 + (2, 4, 2) = 17
    Beaten on the dot. Acid flask goes into Canteen. Recharge Blessing of Elements to draw random alchemical/liquid card from box: Wyvern Poison: ITEM 5 GET!
    After killing the scorpion-man, Cogsnap grabs some of the poison from his stinger before carying on the conversation with Drago.

    I could explore a few extra times right now, but seeing as I used up both of my combat abilities, I think it might just be better for me to rest and reset my hand.

    <Cogsnap> wrote:

    Hand: Wyvern Poison-MM, Cleric of Nethys, Alchemist's Fire, Alchemist's Kit, Crystalline Carnivore, Blessing of the Elements-Alpha, Twitch Tonic,

    Displayed: Canteen, Acid Flask,
    Deck: 10 Discard: 1 Buried: 0
    Notes: Can use my blessing if it is an emergency or it would recharge.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2 []+3
    Dexterity d8 [x]+1 [X]+2 [X]+3
    --Disable: Dex+3
    --Ranged: Dex+1
    Constitution d6 []+1 []+2
    Intelligence d10 [X]+1 []+2 []+3
    --Arcane: Int +1
    --Craft: Int +2
    Wisdom: d6 []+1 []+2
    Charisma d6 []+1 []+2

    Hand Size: 6 [X]7 []8

    Proficient: Light Armor, Weapons

    Powers:
    --When you would banish a card that has the alchemical trait for its power, you may ([X]Discard it or)([X]Recharge it or) banish another card that has the alchemical or liquid trait.
    --Add 1d6([X]+2) to your ranged combat check that has the alchemical trait
    --After you defeat a monster, you may discard([x]or recharge) a card to draw an item that has the alchemical or liquid trait from the box.([]Or you may draw 2 and return 1 to the box)
    --[]On([]your combat check or) your ranged combat check, you may discard any number of items that have the alchemical trait([]or any items); for each item discarded, add 1d6 and that item's traits to the check
    --[]The first item([] or any item) you play that has the alchemical or liquid trait does not cout against the number of items you can play on a check or step


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

    At the end of Cogsnap's turn he examines the top of the blessing deck. Conflagration is triggered and is desplayed next to an open location.
    random open location without a displayed barrier: 1d7 ⇒ 6 Thornscrub

    Cogsnap takes 1 fire dmg at the end of his turn from the displayed Conflagration.

    Next card is Sandstorm so pausing.


    SANDSTORM!

    Sandstorm:

    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    I'll always resolve these in turn order starting from Skizza, unless otherwise requested.

    Skizza: 1d8 ⇒ 6 -> Moved to Thornscrub. Recharges a card.
    Thornscrub Card 2: Blessing of Maat
    Thornscrub Shuffled.

    Estra: 1d8 ⇒ 2 -> Moved to Shifting Dunes. Recharges a card.
    Shifting Dunes Card 1: Hanshepsu

    Cogsnap: 1d8 ⇒ 4 -> Moved to Volcanic Vents. Recharges a card.
    Volcanic Vents Card 1: Steel Ibis Lamellar
    Shuffled.

    Lini: 1d8 ⇒ 1 -> Moved to Elemental Trenches. Recharges a card.
    Elemental Trenches Card 1: Girtablilu TRIGGERS

    Darago: 1d8 ⇒ 5 -> Moved to Howling Sands. Recharges a card.
    Howling Sands Card 1: Eternal Captives

    Qualzar: 1d8 ⇒ 1 -> Moved to Elemental Trenches. Recharges a card.
    ???
    (This will need to be resolved after Lini's Trigger. If she successfully closes the location before she even finishes her start-of-turn step, then he'll have nothing to examine.)


    EFFECTS TO RESOLVE...

  • Cogsnap takes 1 Fire damage from the sudden Conflagration at the end of his turn (before his hand reset, so he has to discard something from his original hand, but gets to draw a replacement card).
  • Cogsnap suffers the Curse of the Sphinx from taking Fire Damage (Adventure Rule), if he doesn't have a way of reducing it.
  • Each character must recharge a card from moving.
  • Lini triggered a henchman, and must fight it.
  • Qualzar may or may not have to examine a card, depending on Lini's result.

    Several locations have been shuffled or examined, as listed above. Everyone's been moved.

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

    During This Adventure:

  • The scourge die is 1d8+1.
  • When you are dealt Acid, Electricity or Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of the Sphinx.

    During This Scenario:

  • After creating the blessings deck, shuffle 6 Sandstorm villains and 6 Conflagration henchmen into it.

  • When you move, recharge a card.
  • At the end of your turn, examine the top card of the blessings deck; if it is a blessing, put it on the bottom of the blessings deck.

  • To win the scenario, close all of the locations.
    =
    Additional Rules: =
    HENCHMEN:
    Sand Kraken:

    Henchman 3
    Type: Monster
    Traits: Aberration
    To Defeat: Combat 20 OR Survival Dexterity Acrobatics 10
    When you encounter the Sand Kraken, each character at your location attempts a check to defeat it. If any character fails this check, the Sand Kraken is undefeated; display it next to your location, and each character that fails shuffles his character token into the location deck. When all tokens have been returned to the location, the Sand Kraken is defeated. If defeated, automatically close the location this henchman came from.
    Acid Pool:

    Henchman B
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number. If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result. If defeated, you may immediately attempt to close the location this henchman came from.
    Girtablilu:

    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat. Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage. If defeated, you may immediately attempt to close the location this henchman came from.
    Aghash (Multiple):

    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    =
    Turn: 4, Lini/Bigguyinblack

    Random Monsters:

    Monster 1
    Spoiler:
    Elemental Arachnid
    Monster 4
    Traits: Construct
    To Defeat: Combat 17
    The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
    Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
    If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

    Monster 2

    Spoiler:
    Mummy
    Monster 4
    Traits: Undead Mummy
    To Defeat: Combat 21
    The Mummy is immune to the Cold, Mental, and Poison traits.
    If your check to defeat the Mummy has the Fire trait, add 1d8.
    If undefeated, after you act, bury your discard pile.

    Monster 3

    Spoiler:
    Sun Falcon
    Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Monster 4

    Spoiler:
    Earth Ossumental
    Monster 5
    Traits: Trigger Undead
    To Defeat: Combat 19
    When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.

    Monster 5

    Spoiler:
    Graven Guardian of Set
    Monster 5
    Traits: Construct
    To Defeat: Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.

    Random Barriers:

    Barrier 1
    Spoiler:
    Sightless Starvation
    Barrier 5
    Traits: Trigger Curse Undead Poison
    To Defeat: SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.

    Barrier 2

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

    Barrier 3

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

    Barrier 4

    Spoiler:
    Insanity Mist
    Barrier 3
    Traits: Trigger Trap Magic
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Barrier 5

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

    Random Weapons:

    Weapon 1
    Spoiler:
    Shocking Scimitar +2
    Weapon 3
    Traits: Sword Melee Slashing Finesse Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

    Weapon 2

    Spoiler:
    Iceblade Spelldagger
    Weapon 5
    Traits: Knife Ranged Piercing Cold Magic
    To Acquire: Dexterity Ranged 12 OR Arcane Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.

    Weapon 3

    Spoiler:
    Fate Blade
    Weapon 4
    Traits: Knife Ranged Piercing Magic Pharasma
    To Acquire: Dexterity Ranged Wisdom Divine 11
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
    When playing another weapon, you may discard this card to add 1d4+1 to your combat check.

    Weapon 4

    Spoiler:
    Dagger of Doubling
    Weapon 3
    Traits: Knife Ranged Piercing Magic
    To Acquire: Dexterity Ranged 10
    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 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 5

    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5
    Traits: Bow Ranged Piercing 2-Handed Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Random Spells:

    Spell 1
    Spoiler:
    Deathgrip
    Spell 2
    Traits: Magic Arcane Divine Attack Cold Undead
    To Acquire: Intelligene Arcane Wisdom Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spell 2

    Spoiler:
    Knock
    Spell 1
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

    Spell 3

    Spoiler:
    Flames of the Faithful
    Spell 1
    Traits: Magic Divine Fire Veteran
    To Acquire: Wisdom Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

    Spell 4

    Spoiler:
    Locate Object
    Spell 1
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 5

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

    Random Armor:

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

    Armor 2

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

    Armor 3

    Spoiler:
    Clawhand Shield
    Armor 3
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude 6 OR Melee 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Armor 4

    Spoiler:
    Parade Armor
    Armor 5
    Traits: Light Armor Alchemical
    To Acquire: Constitution Fortitude Charisma Diplomacy 12
    Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

    Armor 5

    Spoiler:
    Canopic Wrap
    Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude Knowledge Wisdom 8
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:

    Item 1
    Spoiler:
    Burglar's Bracers
    Item C
    Traits: Accessory Tool
    To Acquire: Intelligence Craft Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.

    Item 2

    Spoiler:
    Smoked Glass Goggles
    Item B
    Traits: Accessory
    To Acquire: Intelligence Craft Wisdom Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

    Item 3

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

    Item 4

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

    Item 5

    Spoiler:
    Burglar's Bracers
    Item B
    Traits: Accessory Tool
    To Acquire: Intelligence Craft Disable 6
    Recharge this card to add 1d8 to your Craft or Disable check.

    Random Allies:

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

    Ally 2

    Spoiler:
    Fire Gecko
    Ally C
    Traits: Animal Elemental Fire
    To Acquire: Wisdom Survival 4
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

    Ally 3

    Spoiler:
    Cloud Elemental
    Ally 5
    Traits: Outsider Elemental Electricity
    To Acquire: Wisdom Survival 11
    Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.

    Ally 4

    Spoiler:
    Aunty
    Ally C
    Traits: Human Cleric
    To Acquire: Divine Charisma Diplomacy 8
    Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
    Discard this card to examine the top 3 cards of your location. Then you may explore your location.

    Ally 5

    Spoiler:
    Ubashki
    Ally B
    Traits: Undead Mummy
    To Acquire: Bury a card
    Recharge this card to reduce damage dealt to you by 2.
    When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
    Discard this card to explore your location.

    Random Blessings:

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

    Blessing 2

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

    Blessing 3

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

    Blessing 4

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

    Blessing 5

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 36

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Darago

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

    Blessings Deck Card 2 - Turn 2 Qualzar

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

    Blessings Deck Card 3 - Turn 3 Skizza

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 4 - Turn 4 Estra

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 5 - Turn 5 Cogsnap

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

    Blessings Deck Card 6 - Turn 6 Lini

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

    Blessings Deck Card 7 - Turn 7 Darago

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 8 - Turn 8 Qualzar

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 9 - Turn 9 Skizza

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

    Blessings Deck Card 10 - Turn 10 Estra

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

    Blessings Deck Card 11 - Turn 11 Cogsnap

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 12 - Turn 12 Lini

    Spoiler:
    Blessing of Isis
    Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 13 - Turn 13 Darago

    Spoiler:
    Blessing of Pharasma
    Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 14 - Turn 14 Qualzar

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

    Blessings Deck Card 15 - Turn 15 Skizza

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

    Blessings Deck Card 16 - Turn 16 Estra

    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 17 - Turn 17 Cogsnap

    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 18 - Turn 18 Lini

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

    Blessings Deck Card 19 - Turn 19 Darago

    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5
    Traits: Divine Undead Pharasma
    To Acquire: Divine 10
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 20 - Turn 20 Qualzar

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 21 - Turn 21 Skizza

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

    Blessings Deck Card 22 - Turn 22 Estra

    Spoiler:
    Blessing of Anubis
    Blessing 4
    Traits: Divine Anubis Poison Mummy
    To Acquire: Divine 8 OR Charisma Diplomacy 11
    Discard this card to add 1 die and the Poison trait to any check.
    Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Blessings Deck Card 23 - Turn 23 Cogsnap

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

    Blessings Deck Card 24 - Turn 24 Lini

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

    Blessings Deck Card 25 - Turn 25 Darago

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

    Blessings Deck Card 26 - Turn 26 Qualzar

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

    Blessings Deck Card 27 - Turn 27 Skizza

    Spoiler:
    Blessing of Isis
    Blessing 3
    Traits: Divine Isis Acid
    To Acquire: Divine 7 OR Intelligence Craft 11
    Discard this card to add 1 die and the Acid trait to any check.
    Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

    Blessings Deck Card 28 - Turn 28 Estra

    Spoiler:
    Sandstorm
    Villain B
    Type: Barrier
    Traits: Trigger Obstacle Weather
    To Defeat: None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky. This is the earth coming up to claim you." –Tetisurah the gynosphinx

    Blessings Deck Card 29 - Turn 29 Cogsnap

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

    Blessings Deck Card 30 - Turn 30 Lini

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

    Blessings Deck Card 31 - Turn 31 Darago

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 32 - Turn 32 Qualzar

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

    Blessings Deck Card 33 - Turn 33 Skizza

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

    Blessings Deck Card 34 - Turn 34 Estra

    Spoiler:
    Conflagration
    Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    While displayed, the location may not be closed.
    When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

    Blessings Deck Card 35 - Turn 35 Cogsnap

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

    Blessings Deck Card 36 - Turn 36 Lini

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

    Location #1: Elemental Trenches
    At This Location (Open): At the start of your turn, roll 1d6. Recharge any cards in your hand that have this trait:
    1. Acid
    2. Bludgeoning
    3. Cold
    4. Electricity
    5. Fire
    6. Poison
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, bury 1d4 cards.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack, Qualzar/EmpTyger

    Elemental Trenches Card 1 (Girtablilu):
    Girtablilu
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Elemental Trenches Card 2:
    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Elemental Trenches Card 3:
    Guecubu
    Monster 3
    Traits: Undead
    To Defeat: Combat 15
    The Guecubu is immune to the Electricity, Mental, and Poison traits.
    After you act, suffer a scourge.
    Elemental Trenches Card 4:
    Corridor Dart Trap
    Barrier B
    Traits: Trap Construct Veteran
    To Defeat: Dexterity Disable Stealth Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
    Elemental Trenches Card 5:
    Blessing of Wadjet
    Blessing B
    Traits: Divine Wadjet
    To Acquire: Divine 5 OR Intelligence Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Elemental Trenches Card 6:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Elemental Trenches Card 7:
    Steel Scorpion
    Barrier 4
    Traits: Trap Lock Poison
    To Defeat: Dexterity Disable Stealth 10 OR Strength 13
    If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
    While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
    Elemental Trenches Card 8:
    Toxic Geyser
    Barrier B
    Traits: Trap Acid Fire Poison Veteran
    To Defeat: Dexterity Acrobatics Wisdom Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.
    Elemental Trenches Card 9:
    Effigy of Anubis
    Item 3
    Traits: Trigger Object Magic Anubis
    To Acquire: Intelligence 10 OR Charisma Diplomacy 8
    When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
    When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
    Elemental Trenches Card 10:
    Good Omen
    Spell B
    Traits: Magic Arcane Divine Mental Veteran
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Location #2: Shifting Dunes
    At This Location (Open): At the start of your turn, shuffle any armors into your deck.
    When Closing: Summon and defeat the henchman Giant Sand Eel.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Estra/Yewstance

    Shifting Dunes Card 1 (Hanshepsu):
    Hanshepsu
    Monster 5
    Traits: Construct
    To Defeat: Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.
    Shifting Dunes Card 2:
    Alchemist's Kit
    Item B
    Traits: Tool Alchemical
    To Acquire: Intelligence Craft 6
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
    Shifting Dunes Card 3:
    Acid Pool
    Henchman C
    Type: Barrier
    Traits: Obstacle Acid Veteran
    To Defeat: Intelligence Craft Wisdom Survival 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Shifting Dunes Card 4:
    Sightless Starvation
    Barrier 5
    Traits: Trigger Curse Undead Poison
    To Defeat: SEE BELOW
    When you examine this card, encounter it.
    Succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check or suffer the scourge Curse of the Ravenous. Then succeed at an Intelligence, Wisdom, Survival, Charisma, or Diplomacy 12 check, choosing a different skill than the previous check, or suffer the scourge Curse of Blindness. Then banish this card; the barrier is defeated.
    Shifting Dunes Card 5:
    Returning Throwing Axe +1
    Weapon 1
    Traits: Axe Ranged Slashing Magic
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    Shifting Dunes Card 6:
    Geniekin
    Monster B
    Traits: Trigger Elemental Outsider Janni Veteran
    To Defeat: Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.
    Shifting Dunes Card 7:
    Freed Soul
    Ally 5
    Traits: Undead Incorporeal Ghost
    To Acquire: Charisma Diplomacy 13
    Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.
    Shifting Dunes Card 8:
    Mumia Smugglers
    Ally B
    Traits: Human Rogue Aspis Hireling
    To Acquire: Charisma Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
    Discard this card to explore your location.
    Shifting Dunes Card 9:
    Detonate
    Spell 3
    Traits: Magic Arcane Attack
    To Acquire: Intelligence Arcane 10
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.
    Shifting Dunes Card 10:
    Blast Glyph
    Barrier 3
    Traits: Trigger Trap Magic Cold Arcane
    To Defeat: Intelligence Arcane Knowledge 10 OR Wisdom 12
    When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

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

    Sulfur Pits Card 1:
    Monstrous Physique
    Spell 5
    Traits: Magic Arcane
    To Acquire: Intelligence Arcane 13
    Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.
    Sulfur Pits Card 2:
    Sedja
    Ally 3
    Traits: Animal
    To Acquire: Charisma Diplomacy 11
    If you fail the check to acquire, you are dealt 1 Combat damage.
    Recharge this card to add 1d8 to your Knowledge or Survival check.
    Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.
    Sulfur Pits Card 3:
    Shaitan Ghul
    Monster 5
    Traits: Elemental Undead Janni
    To Defeat: Combat 20
    The Shaitan Ghul is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, the difficulty is increased by 3.
    Before you act, discard a weapon or an armor.
    Sulfur Pits Card 4:
    Fiendish Sphinx
    Barrier 4
    Traits: Trigger Trap Arcane Magic Sphinx
    To Defeat: Intelligence Knowledge Arcane Wisdom 12
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
    Sulfur Pits Card 5:
    Blessing of the Elements
    Blessing B
    Traits: Basic
    To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Sulfur Pits Card 6:
    Sand Kraken
    Henchman 3
    Type: Monster
    Traits: Aberration
    To Defeat: Combat 20 OR Survival Dexterity Acrobatics 10
    When you encounter the Sand Kraken, each character at your location attempts a check to defeat it. If any character fails this check, the Sand Kraken is undefeated; display it next to your location, and each character that fails shuffles his character token into the location deck. When all tokens have been returned to the location, the Sand Kraken is defeated.
    If defeated, automatically close the location this henchman came from.
    Sulfur Pits Card 7:
    Living Sandstorms
    Monster 5
    Traits: Trigger Elemental Outsider
    To Defeat: Combat 18
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    Sulfur Pits Card 8:
    Bone Lamellar
    Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Sulfur Pits Card 9:
    Cenovath Swarm
    Monster 5
    Traits: Vermin Swarm Poison
    To Defeat: Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
    Sulfur Pits Card 10:
    Galvanic Kopis +2
    Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

    Location #4: Volcanic Vents
    At This Location (Open): All monsters are immune to Poison.
    When Closing: All characters at this location are dealt 1 Fire damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Cogsnap/VampByDay, (Steel Ibis Lamellar)

    Volcanic Vents Card 1:
    Shattertouch Shotel +2
    Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.
    Volcanic Vents Card 2:
    Shocking Chest
    Barrier 4
    Traits: Cache Lock Trap
    To Defeat: DexterityDisable 12 OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.
    Volcanic Vents Card 3:
    Aghash
    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Volcanic Vents Card 4:
    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.
    Volcanic Vents Card 5:
    Burning Child
    Monster 3
    Traits: Undead Fire
    To Defeat: Combat 16 OR Charisma 10
    The Burning Child is immune to the Fire, Mental, and Poison traits.
    If the check to defeat the Burning Child has the Cold trait, add 1d8.
    If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
    Volcanic Vents Card 6:
    Ice Storm
    Spell 4
    Traits: Magic Arcane Divine Attack Cold
    To Acquire: Intelligence Arcane Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Volcanic Vents Card 7:
    Bird Feather Tokens
    Item 3
    Traits: Object Magic
    To Acquire: Intelligence Arcane 9
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.
    Volcanic Vents Card 8:
    Bonecrusher Hunter
    Monster B
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    Volcanic Vents Card 9:
    Ghoul
    Monster 1
    Traits: Undead Ghoul
    To Defeat: Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.
    Volcanic Vents Card 10:
    Steel Ibis Lamellar
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Location #5: Howling Sands
    At This Location (Open): At the start of your turn, recharge any cards in your hand that have the Cold trait.
    When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Darago/AAUGHWHY

    Howling Sands Card 1 (Eternal Captives):
    Eternal Captives
    Barrier 4
    Traits: Curse Undead
    To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Howling Sands Card 2:
    Qasin
    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.
    Howling Sands Card 3:
    Steel Ibis Lamellar
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 9 OR Intelligence Craft 10
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.
    Howling Sands Card 4:
    Aghash
    Henchman C
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #6: Thornscrub
    At This Location (Open): Banes that have the Poison trait may not be evaded.
    When Closing: You are dealt 1 Poison damage.
    When Permanently Closed: No effect.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Skizza/agent_eclipse, Conflagration displayed (Cannot be closed), (Blessing of Maat)

    Thornscrub Card 1:
    Bonecrusher Chieftain
    Monster 2
    Traits: Trigger Gnoll Veteran
    To Defeat: Combat 12
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    When you play a weapon on your check to defeat, discard it.
    Thornscrub Card 2:
    Ubashki Swarm
    Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
    Thornscrub Card 3:
    Killing Box
    Barrier 5
    Traits: Obstacle Trap Magic Arcane Acid
    To Defeat: Intelligence Knowledge Perception 13 OR Disable 15
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.
    Thornscrub Card 4:
    Symbol of Fear
    Barrier 3
    Traits: Trigger Trap Magic Curse
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.
    Thornscrub Card 5:
    Blessing of Maat
    Blessing 2
    Traits: Divine Maat
    To Acquire: Divine 6 OR Constitution Fortitude 10
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Thornscrub Card 6:
    Falcon Crown
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Wisdom Divine 10
    Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
    If proficient with light armors, you may recharge this card when you play a spell.
    Thornscrub Card 7:
    Staff of Minor Healing
    Item 1
    Traits: Staff Magic Divine Healing
    To Acquire: Wisdom Divine 7
    Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
    Thornscrub Card 8:
    Royal Naga
    Monster 4
    Traits: Aberration
    To Defeat: Combat 16 THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.
    Thornscrub Card 9:
    Aghash
    Henchman C
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Location #7: Earthworks
    At This Location (Open): 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 ?: 1
    Located/Displayed Here: None

    Earthworks Card 1:
    Kafar
    Ally B
    Traits: Trigger Human Rogue Aspis
    To Acquire: Wisdom Charisma Diplomacy 9
    When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
    Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
    Earthworks Card 2:
    Mummified Sphinx
    Monster 3
    Traits: Undead Sphinx Mummy
    To Defeat: Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.
    Earthworks Card 3:
    Plasma Ooze
    Monster 5
    Traits: Ooze Electricity Fire
    To Defeat: Combat 20
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Earthworks Card 4:
    Bone Lamellar
    Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Earthworks Card 5:
    Aghash
    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Earthworks Card 6:
    Shield Cloak
    Armor 1
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Intelligence Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
    Earthworks Card 7:
    Hungry Fog
    Barrier 3
    Traits: Obstacle Magic Acid
    To Defeat: Wisdom Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
    Earthworks Card 8:
    Chest of Keeping
    Item 5
    Traits: Object Magic
    To Acquire: Intelligence Craft Knowledge Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
    Earthworks Card 9:
    Sebti the Crocodile
    Ally 1
    Traits: Trigger Human Cleric
    To Acquire:
    CharismaDiplomacyDivine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
    Earthworks Card 10:
    Grave Goods
    Barrier 3
    Traits: Trigger Cache Curse
    To Defeat: Disable 10 OR Dexterity Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.

    Location #8: Windswept Chasm
    At This Location (Open): All damage dealt is Electricity damage.
    When Closing: Discard your hand.
    When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Conflagration displayed (Cannot be closed)

    Windswept Chasm Card 1:
    Ubashki Swarm
    Monster 1
    Traits: Trigger Undead Mummy Swarm
    To Defeat: Combat 8 THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm.
    The Ubashki Swarm is immune to the Mental and Poison traits.
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card.
    Windswept Chasm Card 2:
    Blessing of Abadar
    Blessing B
    Traits: Divine Abadar
    To Acquire: Dexterity Disable 6 OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Windswept Chasm Card 3:
    Telekinetic Enucleation
    Barrier 5
    Traits: Trigger Curse
    To Defeat: Intelligence Perception Dexterity Disable 16
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.
    Windswept Chasm Card 4:
    Aghash
    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Windswept Chasm Card 5:
    Axe of the Imperative
    Weapon 5
    Traits: Axe Melee Slashing Magic
    To Acquire: Strength Melee Perception 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.
    Windswept Chasm Card 6:
    Pillar of Life
    Spell 4
    Traits: Magic Divine Healing
    To Acquire: Wisdom Divine 12
    Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Windswept Chasm Card 7:
    Sky Pharaoh's Curse
    Barrier 5
    Traits: Trigger Curse
    To Defeat: Intelligence Perception Arcane 15 OR Divine 14
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.
    Windswept Chasm Card 8:
    Collapsing Sphinx
    Barrier 4
    Traits: Trigger Obstacle Sphinx
    To Defeat: Dexterity Stealth Perception Wisdom 12
    When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
    If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
    Windswept Chasm Card 9:
    Blessing of Osiris
    Blessing 4
    Traits: Divine Osiris Healing
    To Acquire: Divine 8
    Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Windswept Chasm Card 10:
    Shield of Fire Resistance
    Armor 1
    Traits: Shield Offhand Magic
    To Acquire: Constitution Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

  • Silver Crusade

    Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

    Estra recharges Binder's Tome from moving.

    The sands whip up into a sudden frenzy, and Estra is caught in suddenly-shifting dunes, searching desperately for cover. She leaves some of hew belongings, her books and writings behind in the vain hope she'll recover them later - for now they're just weighing her down, and no good to her dead!


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

    Recharge Frilled Lizard from moving.
    stealth 7 revealing Pteranodon: 2d4 + 3 ⇒ (3, 4) + 3 = 10

    Lini with the help of her Pteranodon manages to avoid the Girtablilu.

    Pausing turn because I'll probably help Qualzar with Blessing of the Spellbound 1.


    Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Cogsnap discards his newly drawn wyvern poison to fire damage and then suffers curse of Sphinx, then recharges cleric of Nethys as he gets blown about. Final hand looks like this: Ugh, that looks like a terrible curse as I can’t really heal myself. Sorry about forgetting end of turn examine. I swear I read every scenario 3 times and still miss something.

    <Cogsnap> wrote:

    Hand: Stained Glass Elemental, Alchemist's Fire, Alchemist's Kit, Crystalline Carnivore, Blessing of the Elements-Alpha, Twitch Tonic,

    Displayed: Canteen, Acid Flask,
    Deck: 10 Discard: 2 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 []+1 []+2 []+3
    Dexterity d8 [x]+1 [X]+2 [X]+3
    --Disable: Dex+3
    --Ranged: Dex+1
    Constitution d6 []+1 []+2
    Intelligence d10 [X]+1 []+2 []+3
    --Arcane: Int +1
    --Craft: Int +2
    Wisdom: d6 []+1 []+2
    Charisma d6 []+1 []+2

    Hand Size: 6 [X]7 []8

    Proficient: Light Armor, Weapons

    Powers:
    --When you would banish a card that has the alchemical trait for its power, you may ([X]Discard it or)([X]Recharge it or) banish another card that has the alchemical or liquid trait.
    --Add 1d6([X]+2) to your ranged combat check that has the alchemical trait
    --After you defeat a monster, you may discard([x]or recharge) a card to draw an item that has the alchemical or liquid trait from the box.([]Or you may draw 2 and return 1 to the box)
    --[]On([]your combat check or) your ranged combat check, you may discard any number of items that have the alchemical trait([]or any items); for each item discarded, add 1d6 and that item's traits to the check
    --[]The first item([] or any item) you play that has the alchemical or liquid trait does not cout against the number of items you can play on a check or step


    Male Gnome Sorcerer/Impeller Deck Handler

    (During Lini's turn)
    Moving to Elemental Trenches. Recharging Poison Blast
    Examining Elemental Trenches 1: Girtablilu

    Girtablilu:
    Henchman 4
    Type: Monster
    Traits: Trigger Girtablilu
    To Defeat: Combat 19
    When you examine this card, succeed at a Stealth 7 check; otherwise, encounter it and add 3 to the difficulty to defeat.
    Before you act, if you have a card in your hand that has the Attack trait, you are dealt 1d4 Poison damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Girtablilu is triggered and encountered.
    Discarding Cat as an Attack Mental Magic spell, discarding Blessing of Pharasma. Lini reveals Binder’s Tome

    Combat 19+3=22: 3d10 + 5 + 1d6 + 3 + 1d4 ⇒ (7, 1, 3) + 5 + (1) + 3 + (2) = 22
    Girtablilu is banished
    Elemental Trenches is closed

    Buried cards: 1d4 ⇒ 2
    Burying Robe of Energy Resistance, Blessing of the Gods
    Recharging Surgeon to cure Cat

    Qualzar suddenly appeared out of the sandstorm next to Lini. "Please note that I have nothing up this sleeve," the sorcerer bared his left arm. "And nothing up this sleeve," the sorcerer bared his right arm. The girtablilu stared mesmerized at Qualzar. "For my next trick, I shall make a girtablilu disappear!" Little Q walked up to the transfixed monster, and idly batted it a couple times towards the edge of the trench, until paralyzed monster fell inside. An explosion of blue sparks radiated out. The surgeon quickly tended to the familiar, but Qualzar's robe got damaged. The sorcerer didn't seem to mind, however, as he instead struck a triumphant pose. "Tada!"

    Qualzar wrote:

    Hand: Dimension Leap,

    Displayed:
    Deck: 15 Discard: 1 Buried: 3
    Notes:
    Ask before using:
    Can use without asking: Dimension Leap (discard at start of encounter to move me to/from encounter)

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: None
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) ([] +4) and add the Attack, Mental ([X] or Force), and Magic traits. This counts as playing a spell.
    When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
    [] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
    [] Reduce Combat damage dealt to you by 2 ([] 3).
    [] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.
    Die bumps: 4


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

    "That was a good trick."

    Lini heads over to Howling Sands Recharging Pteranodon to help Darago with

    Howling Sands Card 1 (Eternal Captives): Eternal Captives:

    Barrier 4
    Traits: Curse Undead
    To Defeat: Wisdom Divine 10 OR Charisma Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

    Divine 10 revealing Wolverine: 1d10 + 1d4 + 8 ⇒ (1) + (4) + 8 = 13

    Current hand.

    Lini wrote:

    Hand: Binder's Tome, Blessing of the Spellbound 1, Restorative Touch, Wolverine,

    Displayed:
    Deck: 16 Discard: 0 Buried: 0
    "Notes: Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

    Location: Howling Sands"
    Sideboard cards:

    Pausing turn. Darago needs to make a Wisdom Divine 10 OR Charisma Diplomacy 8 or bad things happen to Lini.


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

    ~91% chance. Fingers crossed!

    Darago hears whispers on the wind as he is flung through the air in the sandstorm. From what he can see of Lini's reaction, she can hear them too.

    CHA 8, Revealing Lini's Tome and using my Power: 1d6 + 3d6 ⇒ (6) + (4, 3, 1) = 14

    Lini and Darago work to quell the spirits.

    Lini can proceed


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

    With the spirits freed Lini continues to explore the area.

    Discard Blessing of the Spellbound 1 to explore.

    Howling Sands Card 2: Qasin:

    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.

    divine 10 revealing Wolverine: 1d10 + 1d4 + 8 ⇒ (8) + (2) + 8 = 18

    Lini talks shop with the divine being and convinces it to join her cause.

    Recharge Qasin to examine top card of my deck. Blessing of Milani. Need a way to fight so recharging it. Refreshing hand and ending turn.

    Lini wrote:

    Hand: Seaborne Trident +1, Divine Blaze, Cure 1, Binder's Tome, Restorative Touch, Wolverine,

    Displayed:
    Deck: 14 Discard: 1 Buried: 0
    "Notes: Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.

    Location: Howling Sands"
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Role: Wild Warden
    Favored Card: Ally
    Hand Size 6
    Proficient with: Weapons
    Powers:
    <Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
    <Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) 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>

    Examine top of blessing deck. Blessing of Thoth is placed on the bottom.


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

    Sandstorm flings me to Howling Sands. Recharge Spelldagger. Starting turn under Blessing of Abadar

    As the spirits dissipate, Darago hears another chorus of voices and another Lantern Archon appears before him, bestowing insights. Play Bound Lantern Archon to examine top 3 cards of my deck, rearrange, and draw one. Find Magnetic Grimoire, Scrying and Life Drain. Keep them in that order. Draw Grimoire.

    Recharge Bound Lantern Archon Arcane 10: 1d10 + 6 ⇒ (5) + 6 = 11

    With new insights, Darago makes his way to the Sulfur Pits. It occurs to him that breathing in the poisonous vapors may induce grotesque mutations in living things, giving them a Card 1: Monstrous Physique. Recharge Shield Cloak from the move. Spell 5 is worth spending a blessing on, I think; I'll get a free explore from acquiring it anyway: Discard Blessing of Isis to add 2 dice

    Arcane 13: 3d10 + 6 ⇒ (2, 6, 1) + 6 = 15

    But a wizard doesn't need to rely on chemicals, now does he? As he walks through the pits a small animal runs past him, tripping him and sending him crashing to the ground. Use power to explore again. Auto-fail check vs Sedja. Discard Ghost Whip as damage.

    Darago takes a moment to brush himself off and then has to do it again when a Sandstorm sweeps him into the air! Recharge Monstrous Physique for the sandstorm movement

    End turn. Question for Yewstance: When we trigger the Sandstorm on our turn, would it be easier for us to process our part of it or would you rather include it in the big post like you did last time?

    Darago wrote:

    Hand: Magnetic Grimoire, Cloudburst, Scrying, Life Drain, Acid Rain, Fox, Sun Falcon Pectoral,

    Displayed:
    Deck: 14 Discard: 2 Buried: 0
    Notes: Magnetic Grimoire: Reval for +1d4 on local check that invokes Acid, Cold, Electricity, Fire, or Poison
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size: 7
    Proficient with: None
    Powers:
    When you acquire a card that has the magic trait during your exploration, you may immediately explore again.
    Add 1d4 ([X] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
    [X] When you defeat a monster that has the Undead trait ([X] or any monster) and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 ([ ]+1) ([ ]+2) to your check([X] or a check by any character at the location).
    [ ] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.


    Male Gnome Sorcerer/Impeller Deck Handler

    (At the end of Darago’s turn)
    Random location (Darago, Qualzar, Skizza, Estra, Cogsnap, Lini): 6d8 ⇒ (5, 2, 1, 7, 1, 6) = 22
    Darago recharges a card, moves to Howling Sands, examines Howling Sands 3: Steel Ibis Lamellar
    Steel Ibis Lamellar is shuffled back into Howling Sands

    Qualzar recharges a card, moves to Shifting Dunes, examines Shifting Dunes 1: Hanshepsu

    Skizza recharges a card, moves to Elemental Trenches

    Estra recharges a card, moves to Earthworks, examines Earthworks 1: Kafar Kafar is in Qualzar’s deck, that rogue! Random Ally 1: Black Kiss. Black Kiss is shuffled back into Earthworks

    Cogsnap recharges a card, moves to Elemental Trenches

    Lini recharges a card, moves to Thornscrub, examines Thornscrub 1: Bonecrusher Chieftain. Bonecrusher Chieftain triggers

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