
AAUGHWHY's PFSACG Darago |

Starting turn under Card 4: Blessing of Maat
Darago thanks Lini as a holy light emanates from her hands into his body. He can swear he can barely make out something else in the light... Play Bound Lantern Archon to examine top 3 cards of my deck, rearrange and draw one. Top 3 cards are Armor of the Sands, Blessing of Master of Masters, and Blessing of the Seventh Veil. New order is Veil, Master, Armor. Draw Blessing of the Seventh Veil
Recharge Bound Lantern Archon, Revealing Mask Arcane 10: 1d10 + 8 ⇒ (1) + 8 = 9
Darago makes his way over to the Earthworks to see if he can help sate the Card 1: Hungry Fog. Recharge Sun Falcon Pectoral from the move. Play Blessing of the Seventh Veil to add 1 die. Reveal Grimoire to add 1d4.
Wisdom 10: 2d8 + 1d4 ⇒ (5, 7) + (3) = 15
Darago spends a moment telling the fog about the wonders of Sivanah and the emptiness the Fog always felt inside seems to fill with burning passion, so much that it singes Darago just a little bit Discard Monstrous Physique for Conflagration damage, also contract Curse of the Sphinx. Recharge Mask to remove Curse of the Sphinx.
End turn. Top Card of Blessing Deck is Sandstorm! Yay!
Skizza Move: 1d8 ⇒ 5 Howling Sands. Empty Deck
Enora Move: 1d8 ⇒ 5 Howling Sands. Empty Deck
Cogsnap Move: 1d8 ⇒ 1 Elemental Trenches. Empty Deck
Lini Move: 1d8 ⇒ 4 Volcanic Vents. Empty Deck
Darago Move: 1d8 ⇒ 5 Howling Sands. Empty Deck
Qualzar Move: 1d8 ⇒ 4 Volcanic Vents. Empty Deck
Everyone recharges a card from the move. I think I have to conflagrate again... Discard Life Drain for the damage and contract Curse of the Sphinx
Hand: Blessing of Master of Masters, Armor of the Sands, Binder's Tome, Ghost Whip, Magnetic Grimoire, Fire Snake, Fox,
Displayed: Curse of the Sphinx,
Deck: 10 Discard: 6 Buried: 1
"Notes: Binder's Tome: +1d4 to local CHA or Combat Check; adds Mental
Magentic Grimoire: +1d4 On a local check that invokes Acid, Cold, Electricity, Fire, or Poison
Fox. Discard for +1d4 to INT/WIS"
Sideboard cards:
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.

RotRL Lini |

Recharge Pyrotechnic Blast from the move.
Hand: Seaborne Trident +1, Magnetic Grimoire, Volcanic Storm, Wolverine,
Displayed:
Deck: 15 Discard: 3 Buried: 0
"Notes: Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.Location: Volcanic Vents (closed)"
Sideboard cards:
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>

Qualzar-EmpTyger |

(During Lini’s turn)
Arcane 6: 1d10 + 5 ⇒ (1) + 5 = 6
Elemental Treaty is recharged
(During Darago’s turn)
Recharging Poison Blast
Qualzar abandoned his elemental trickery as another sandstorm blew him away.
(Qualzar’s turn)
Blessing 6: Lady o’Graves o’clock
Moving to Earthworks. Recharging Blessing of Pharasma
Exploring Earthworks 1: Bone Lamellar
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.
INT 9: 1d10 + 1 ⇒ (8) + 1 = 9
Bone Lamellar is acquired
By the time Qualzar made it to the earthworks, he only found bones.
Ending turn.
Conflagration: Revealing Skyplate Armor to prevent 1 Fire damage
Examining Blessing 7: Sandstorm
Random location (Qualzar, Skizza, Estra, Cogsnap, Lini, Darago): 6d8 ⇒ (2, 4, 1, 4, 4, 5) = 20
Sandstorm is banished. Recharging Bone Lamellar. Moving to Shifting Dunes
The sorcerer activated his magical armor to blow the flames away from the flames. But even that minor breeze led to another mighty gust.
Skizza recharges a card, moves to Volcanic Vents
Estra recharges a card, moves to Elemental Trenches
Cogsnap recharges a card, moves to Volcanic Vents
(Lini is already at Volcanic Vents. Darago is already at Howling Sands)
Resetting hand
Hand: Swipe, Blessing of Pharasma B, Dimension Leap, Headband of Alluring Charisma, Golden Serpent Armband, Skyplate Armor, Tablet of Languages Lost,
Displayed:
Deck: 9 Discard: 2 Buried: 3
Notes:
Ask before using: Blessing of Pharasma (+1 die/+2 dice if spell is cast); Swipe (discard for -3 to combat difficulty)
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Blessing for villain/henchman/closing/Conflagration; Dimension Leap (discard at start of encounter to move me to/from encounter location)
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

BR Yewstance |

During This Adventure:
During This Scenario:
=
Additional Rules: =
HENCHMEN:
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.
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.
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.
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: 25, Skizza/agent_eclipse
Monster 1
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Monster 2
Monster 4
Traits: Elemental Outsider Cold
To Defeat: Combat 16
The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
Monster 3
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.
Monster 4
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 5
Monster B
Traits: Human Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Barrier 1
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.
Barrier 2
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.
Barrier 3
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 4
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.
Barrier 5
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.
Weapon 1
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 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.
Weapon 3
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 4
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 5
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.
Spell 1
Spell 5
Traits: Magic Arcane Divine Attack Cold
To Acquire: Intelligence Arcane Wisdom Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Spell 2
Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.
Spell 3
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
Spell 3
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
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.
Spell 5
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.
Armor 1
Armor B
Traits: Clothing Light Armor Offhand Magic
To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
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 3
Armor 2
Traits: Shield Offhand
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
Armor 4
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 5
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.
Item 1
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 2
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
Item 3
Traits: Accessory Magic Pharasma
To Acquire: Arcane Divine Knowledge 12
Reveal this card to add 1d4 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, add 1d4 plus twice the adventure deck number instead.
Item 4
Item B
Traits: Accessory Tool
To Acquire: Intelligence Craft Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
Item 5
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.
Ally 1
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
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Ally 3
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
Ally 5
Traits: Human Wizard
To Acquire: Intelligence Arcane Charisma Diplomacy 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
Ally 5
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.
Blessing 1
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing 2
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.
Blessing 3
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
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 5
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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: 10
Blessings Deck
Blessings Deck Card 1 - Turn 1 Estra
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 2 - Turn 2 Cogsnap
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
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 4 - Turn 4 Darago
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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 Skizza
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 7 - Turn 7 Estra
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 8 - Turn 8 Cogsnap
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 Lini
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 10 - Turn 10 Darago
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.
Location #1: Elemental Trenches
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Estra/Yewstance
Location #2: Shifting Dunes
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Qualzar/EmpTyger
Location #3: Sulfur Pits
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Volcanic Vents
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini/Bigguyinblack, Cogsnap/VampByDay, Skizza/agent_eclipse,
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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Darago/AAUGHWHY, Conflagration displayed (Cannot be closed)
Location #6: Thornscrub
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
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: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Conflagration displayed (Cannot be closed), (Black Kiss)
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.
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.
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.
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.
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.
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.
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.
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
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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From moving twice, Estra recharges Falcon Crown and Swipe.
Since it's not going to be used for anything else productive; Estra sets aside Channel the Gift to search and draw Create Mindscape from her deck. Deck shuffled.
Channel the Gift: Divine 14: 1d10 + 4 ⇒ (10) + 4 = 14 -> Channel the Gift recharged.
Estra displays Create Mindscape at the Earthworks, adding 1d4 to all Intelligence, Charisma and Wisdom checks there.
Hand:
Displayed: Create Mindscape (Earthworks),
Deck: 17 Discard: 2 Buried: 1
Notes:

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Using Weaponrack Backpack to draw Navigator Musket +1.
Craft 9: 1d10 + 1 + 1 ⇒ (5) + 1 + 1 = 7 Weaponrack Backpack buried.
Hand at start of turn with all previous recharges.
Hand: Navigator Musket +1, Tetisurah,
Displayed: Curse of the Sphinx, Alchemist's Kit, Navigator Musket +1,
Deck: 10 Discard: 8 Buried: 1
Notes: Free to use: Weapons and Blessings and Allies.
Sideboard cards:
Reveal Tetisurah and shuffle Navigator Musket +1 into deck. Reset Hand.
Hand: Blessing of Shizuru, Blessing of Alkenstar 2, Blessing of Alkenstar 1, Tetisurah, Deadeye Pistol +1, Dragon Pistol +1,
Displayed: Curse of the Sphinx, Alchemist's Kit, Navigator Musket +1,
Deck: 5 Discard: 8 Buried: 1
Notes: Free to use: Weapons and Blessings and Allies.
Sideboard cards:
Discard Alchemist's Kit to Draw: 1d4 + 1 ⇒ (1) + 1 = 2 random alchemical cards from my discard. Re-displaying the drawn Alchemist's Kit and Poisoned Bullets.
Move to Earthworks recharging Dragon Pistol +1.
Curse of the Sphinx examines Card 1: Plasma Ooze before exploring.
BYA (Can't Pass): Discard Deadeye Pistol +1.
Well...can't get out of this one. Discarding hand to damage. Ooze is not defeated.
End of Turn: Conflagration Scourge Die: 1d8 + 1 ⇒ (2) + 1 = 3 Scourge of Vulnerability displayed.
End of Turn: Blessing of The Ancients bottom decked.
Reset Hand.
Hand: Navigator Musket +1, Scarab Buckler, Cannon Master, Shock Musket +1, Swiftshooter, Adamantine Bullets,
Displayed: Curse of the Sphinx, Scourge of Vulnerability, Alchemist's Kit, Poisoned Bullets,
Deck: 1 Discard: 12 Buried: 1
Notes: Free to use: Weapons and Blessings and Allies.
Sideboard cards:
Off-Turn.
Discard Scarab Buckler to Shuffle: 1d4 + 1 ⇒ (1) + 1 = 2 random cards from discard into deck, Emerald of Dexterity and Tetisurah.
Discard Alchmist's Kit to Draw: 1d4 + 1 ⇒ (3) + 1 = 4 random alchemical cards from discard, Dragonbreath Shot and Alchemist't Kit and Scarab Buckler. Shuffling Adamantine Bullets into deck.
Display Dragonbreath Shot and Alchemist's Kit.
Discard Scarab Buckler to Shuffle: 1d4 + 1 ⇒ (3) + 1 = 4 random cards from discard into deck, Double-Barreled Musket and Blessing of Alkenstar 2 and Blessing of Sivanah and Blessing of Tsukiyo.
Hand: Navigator Musket +1, Cannon Master, Shock Musket +1, Swiftshooter,
Displayed: Curse of the Sphinx, Scourge of Vulnerability, Dragonbreath Shot, Poisoned Bullets, Alchemist's Kit,
Deck: 8 Discard: 6 Buried: 1
Notes: Free to use: Weapons and Blessings and Allies.
Sideboard cards:

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That self-healing from Skizza! 'Tis a thing of beauty.
Estra starts her turn.
Blessing of Pharasma discarded from the Blessings Deck.
Estra moves to the Howling Sands (and has no cards in hand to recharge), and ends her turn.
Estra ends her turn.
Estra examines the top card of the blessings deck...
Blessings Deck Card 3 - Turn 3 Lini: Blessing of the Lady of Graves -> Bottomdecked.
Estra resets her hand.
No flavour.
Hand: Fly, Swipe, Charm Person, Cleric of Nethys, Blessing of Qi Zhong, Falcon Crown,
Displayed: Create Mindscape (Earthworks),
Deck: 11 Discard: 2 Buried: 1
Estra sets aside Charm Person to draw a random Human ally from the box.
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.
Hand: Fly, Swipe, Khelru, Cleric of Nethys, Blessing of Qi Zhong, Falcon Crown,
Displayed: Create Mindscape (Earthworks),
Deck: 11 Discard: 2 Buried: 1
Notes: I was hoping to draw Honaire so I could close this location, but - with assistance - I should still be able to close this location (and clear the Conflagration if Darago fails) if need be.Otherwise, my Blessing and Swipe are free to use. Remember that I've also got Create Mindscape up over the Earthworks.
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:
[ ] [ ] 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.
Die Bumps remaining: 2
Game update may be later tonight, or it may be tomorrow - time permitting for me.
Nothing's changed since the last update, though, except that the Earthworks has been shuffled and has a Create Mindscape displayed.

BR Yewstance |

No script was used.
=======================
During This Adventure:
During This Scenario:
=
Additional Rules: =
HENCHMEN:
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.
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.
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.
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: 27, Cogsnap/VampByDay
Monsters
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
Monster 4
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 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 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 B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Barriers
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13 When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
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
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.
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.
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.
Weapons
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.
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.
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
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.
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.
Spells
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.
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 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12 Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell 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 5
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 13 Discard this card to examine any location deck. If you find a villain; it excapes as if undefeated.
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 15 check to recharge this card instead of discarding it.
Armors
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 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 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8 Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Armor 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.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Items
Item 1
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 4
OR Wisdom 7 Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may then recharge a random card from your discard pile.
Item B
Traits:
Liquid
Alchemical To Acquire:
IntelligenceCraft 6 Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
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.
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.
Item 1
Traits:
Object
Magic
Mummy To Acquire:
Wisdom
Divine
Survival 6 Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
Allies
Ally C
Traits:
Elemental
Electricity
Veteran To Acquire:
Charisma
Survival
Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Ally B
Traits:
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 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.
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
Traits:
Human
Rogue
Aspis To Acquire:
Charisma
Diplomacy 9 Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.
Blessings
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.
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.
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.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Remaining: 8
Blessings Deck
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
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
Sandstorm
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the 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.
Location #1: Elemental Trenches
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Shifting Dunes
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Qualzar/EmpTyger, None
Location #3: Sulfur Pits
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Volcanic Vents
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini/Bigguyinblack, Cogsnap/VampByDay,
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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Estra/Yewstance, Darago/AAUGHWHY, Conflagration displayed (Cannot be closed)
Location #6: Thornscrub
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
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: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Skizza/agent_eclipse, Conflagration displayed (Cannot be closed), Create Mindscape displayed, (Black Kiss, Plasma Ooze)
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.
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.
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.
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.
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.
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.
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.
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.
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Cogsnap-VampByDay |

Before start of turn-Recharge Crystaline Carnivore, BotE-Alpha from sandstorms.
Start of turn- Top of blessings deck-BotElements. Move to Earthworks, Recharge Cleric of Nethys from move. Bury Canteen to draw Acid flask back into hand so I can at least combat something. Explore-Agash
Cogsnap, for the third time, unburries his head from the sand and with a resigned sigh continues moving on to where he might do some good. He moves to the earthworks, which is somehow also on fire despite being MADE FROM STONE. While doing so he empties the contents of his magical canteen into a flask, the sludge making a servicable acid. Just as he's done doing this, he looks up and spots another Agash.
"Ugh, can we not?" he asks sarcastically as the outsider rushes upon him. Resigned to his fate, Cogsnap throws the acid at the outsider.
Recharge acid flask for combat. Recharge botElements for combat check.
DC 11+2*adv deck #=21 vs. 1d10+3(dex)+1(ranged skill)+2d6(acid)+1d6+2(power)+1d10(blessing): 2d10 + 3d6 + 6 ⇒ (4, 6) + (2, 2, 2) + 6 = 22
Defeated. I wanna keep what is left in my hand, so no recharge for item. We already got a level 5 item anyway. And pretty sure I'm the only one who picks up items on the reg. Also can't close because of conflagration, can't explore further because I have no hand. End turn.
The creature blurbles into a pile of sludge as the acid melts her. Cogsnap sighs as the firestorm burns his way, and puts on his fire-reducing armor once again.
check top deck of blessings-Of the Ancients, no sandstorm, ancients sent to bottom. Reveal Steel Ibis armor to reduce fire damage by 3, curse the gods, end my turn.
Hand: Blessing of the Elements-Delta, Alkalai Flask, Alchemist's Shield , Twitch Tonic, Smoke Stick-MM, Steel Ibis Lamallar, Stained Glass Elemental,
Displayed: Alchemist's Kit,
Deck: 9 Discard: 3 Buried: 1
Notes:
Sideboard cards:
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

RotRL Lini |

Blessing of the Elements in effect.
Lini follows Cogsnap but all she finds at Earthworks is allies and fire.
Move to Earthworks and recharge Volcanic Storm from the move. Recharge hand then end turn.
Hand: Seaborne Trident +1, Qasin aq, Magnetic Grimoire, Blessing of Milani, Holy Javelin, Wolverine,
Displayed:
Deck: 13 Discard: 3 Buried: 0
"Notes: Magnetic Grimoire: Add 1d4 to a local check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.Blessing of Milani: +2 dice vs Dexterity or Wisdom non-combat check.
Location: Earthworks"
Sideboard cards:
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>
Discard Holy Javelin to fire dmg. Gain Curse of the Sphinx. Examine top of blessing deck, Trigger Sandstorm.
Qualzar: 1d8 ⇒ 7 moves to -> Earthworks and recharges a card.
Skizza: 1d8 ⇒ 4 moves to -> Volcanic Vents and recharges a card.
Estra: 1d8 ⇒ 5 stays at -> Howling Sands.
Cogsnap: 1d8 ⇒ 4 moves to -> Volcanic Vents and recharges a card.
Lini: 1d8 ⇒ 3 moves to Sulfur Pits and recharges Qasin.
Darago: 1d8 ⇒ 1 moves to Elemental Trenches and recharges a card.

![]() |

Shock Musket +1 Recharged by Sandstorm.
Hand: Navigator Musket +1, Cannon Master, Swiftshooter,
Displayed: Curse of the Sphinx, Scourge of Vulnerability, Dragonbreath Shot, Poisoned Bullets, Alchemist's Kit,
Deck: 9 Discard: 6 Buried: 1
Notes: Free to use: Weapons and Blessings and Allies.
Sideboard cards:

BR Yewstance |

On Darago's turn, another Sandstorm hits.
I can confirm that is the last Sandstorm or Conflagration in the blessings deck. I will warn the party that there's only 5 turns remaining, so even if you don't have weapons we may have to explore the Earthworks to clear out its boons - there's no method of closing it left but emptying it now that the Aghash is gone.
Qualzar: 1d8 ⇒ 2 moves to -> Shifting Dunes and recharges a card.
Skizza: 1d8 ⇒ 2 moves to -> Shifting Dunes and recharges a card.
Estra: 1d8 ⇒ 7 moves to -> Earthworks and recharges a card.
Earthworks Card 1: Mummified Sphinx
(Finally some good news! That particular monster will recharge then reset your hand when you encounter it, so be sure to spend every card you want before exploring into it.)
Cogsnap: 1d8 ⇒ 1 moves to -> Elemental Trenches and recharges a card.
Lini: 1d8 ⇒ 8 moves to -> Windswept Chasm and recharges a card.
Darago: 1d8 ⇒ 5 moves to -> Howling Sands and recharges a card.

BR Yewstance |

During This Adventure:
During This Scenario:
=
Additional Rules: =
HENCHMEN:
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.
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.
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.
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: 29, Darago/AAUGHWHY
Monster 1
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.
Monster 2
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.
Monster 3
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.
Monster 4
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Monster 5
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.
Barrier 1
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 2
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.
Barrier 3
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
Barrier B
Traits: Trap Construct Veteran
To Defeat: Dexterity Disable Stealth Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 5
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.
Weapon 1
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 2
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
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 4
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 5
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.
Spell 1
Spell 5
Traits: Magic Arcane Attack Acid
To Acquire: Intelligence Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
Spell 2
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
Spell B
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 4
Spell 5
Traits: Magic Arcane Attack Acid
To Acquire: Intelligence Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
Spell 5
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.
Armor 1
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 2
Armor 5
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Wisdom Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Armor 3
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.
Armor 4
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 5
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7 OR Intelligence Arcane 8
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Item 1
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.
Item 2
Item B
Traits: Accessory Alchemical
To Acquire: Intelligence Perception 6
Reveal this card to add 1d4 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Item 3
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 4
Item B
Traits: Object Magic Maat
To Acquire: Constitution Knowledge Divine 5
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Item 5
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.
Ally 1
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 2
Ally 3
Traits: Animal Elemental Acid Poison
To Acquire: Wisdom Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
Ally 3
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Ally 4
Ally 5
Traits: Human Wizard
To Acquire: Intelligence Arcane Charisma Diplomacy 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
Ally 5
Ally 2
Traits: Half-Elf
To Acquire: Arcane Divine Charisma Diplomacy 8
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Blessing 1
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing 2
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 3
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing 4
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.
Blessing 5
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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: 5
Blessings Deck
Blessings Deck Card 1 - Turn 1 Qualzar
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 2 - Turn 2 Skizza
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 3 - Turn 3 Estra
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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 Cognsap
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 5 - Turn 5 Lini
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Cogsnap/VampByDay
Location #2: Shifting Dunes
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Qualzar/EmpTyger, Skizza/agent_eclipse
Location #3: Sulfur Pits
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #4: Volcanic Vents
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Darago/AAUGHWHY, Conflagration displayed (Cannot be closed)
Location #6: Thornscrub
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:
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: 1 W: 0 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 0
Located/Displayed Here: Estra/Yewstance, Conflagration displayed (Cannot be closed), Create Mindscape displayed, (Black Kiss, Plasma Ooze)
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.
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.
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.
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.
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.
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.
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.
Location #8: Windswept Chasm
Closed
At This Location (Open):
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini/Bigguyinblack,

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From moving twice, Estra recharges Khelru and Swipe.
Hand: Fly, Cleric of Nethys, Blessing of Qi Zhong, Falcon Crown,
Displayed: Create Mindscape (Earthworks),
Deck: 13 Discard: 2 Buried: 1
"Notes: Blessing is free to use - Darago take note, since we really need you to close that Conflagration or it's going to be much harder (but not impossible) to win.Estra at the start of her turn will need support to clear this Conflagration. She may end up Flying over to clear the Conflagration at the Earthworks, or close it if it was already cleared, depending on what happens."

RotRL Lini |

Lini recharges Magnetic Grimoire.
Hand: Seaborne Trident +1, Blessing of Milani, Wolverine,
Displayed: Curse of the Sphinx,
Deck: 15 Discard: 4 Buried: 0
"Notes: Blessing of Milani: +2 dice vs Dexterity or Wisdom non-combat check.Location: Windswept Chasm"
Sideboard cards:
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>

Qualzar-EmpTyger |

(During Lini’s turn)
Recharging Headband of Alluring Charisma. Moving to Earthworks
(During Darago’s turn)
Recharging Golden Serpent Armband. Moving to Shifting Dunes
The last sandstorms knocked some of Qualzar’s knickknacks clear off the gnome.
Hand: Swipe, Blessing of Pharasma B, Dimension Leap, Skyplate Armor, Tablet of Languages Lost,
Displayed:
Deck: 11 Discard: 2 Buried: 3
Notes:
Ask before using: Blessing of Pharasma (+1 die/+2 dice if spell is cast); Swipe (discard for -3 to combat difficulty)
Can use without asking: Blessing if would recharge; Blessing for Boon 5; Blessing for villain/henchman/closing/Conflagration; Dimension Leap (discard at start of encounter to move me to/from encounter location)
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

AAUGHWHY's PFSACG Darago |

For Lini's Sandstorm: Recharge Binder's Tome.
For my Sandstorm: Recharge Armor of the Sands
I'll use my Fox, Blessing of Master of Masters and Fire Snake, and Magnetic Grimoire to deal with the conflagration. I'll lose them all when I face the Sphinx anyway.
Conflagration Arcane 14: 3d10 + 2d4 + 6 ⇒ (2, 4, 2) + (4, 4) + 6 = 22 Good!
Recharge Fire Snake Arcane 8: 1d10 + 6 ⇒ (5) + 6 = 11
After getting thrashed around by the Sandstorms, Darago finds himself in the Howling Flaming Sands. He concentrates on controlling the fire and shapes it into a great serpent! He climbs on and rides it towards the Earthworks. Recharge Magnetic Grimoire to move
The ride is comfortable and he feels refreshed by the time he arrives to deal with the Card 1: Mummified Sphinx. Recharge Ghost Whip from BYA. Draw new Hand. Bury Spelldagger. New hand is this:
Hand: Cloudburst, Scrying, Mythopoeic Sphinx, Shield Cloak, Volcanic Storm, Ice and Fire,
Displayed: Curse of the Sphinx,
Deck: 7 Discard: 8 Buried: 2
Notes:
Sideboard cards:
As Darago arrives at the Earthworks, he locates the Sphinx and commands his fiery mount to careen into the monster! Play Ice and Fire to use Arcane+2d8+3. Power adds 2d4. Fire Trait adds 1d8. Mindscape adds 1d4
Combat 17: 1d10 + 3d8 + 3d4 + 6 ⇒ (5) + (8, 8, 7) + (1, 2, 3) + 6 = 40
Recharge Ice and Fire Arcane 12: 1d10 + 6 ⇒ (2) + 6 = 8
The serpent snatches the sphinx in its jaws, rises into the air, and slams into the ground, exploding in a burst of sparks! More of the Earthworks catches fire, but so much of it was already burning, so nothing really changes. Darago collects the ashes of the sphinx. Use Create Undead power to add Sphinx to my hand.
Darago sees images in the fire; could they be omens of the future? Play Scrying looking for Allies. Find Sebti the Crocodile (which triggers, but I can't take advantage of it), Grave Goods (Which also triggers, but I don't have a blessing to discard), and Shield Cloak (which may be useful to close). Place Sebti on the bottom, since I can't easily acquire her and there's a consequence
Recharge Scrying Arcane 12: 1d10 + 6 ⇒ (2) + 6 = 8
The sphinx ashes begin speaking to Darago. They knew Erayu and they share some insight. Banish Mythopoeic Sphinx to draw Erayu. Discard it and recharge Cloudburst to explore again, add 1d8 to INT checks
Random Card: 1d5 + 2 ⇒ (2) + 2 = 4
The ashes tell him things about his Card 4 Shield Cloak! Curse of the Sphinx triggers. Discard Armor of the Sands
Hand: Sun Falcon Pectoral, Mask of the Forgotten Pharaoh, Binder's Tome, Fire Snake, Magnetic Grimoire,
Displayed: Curse of the Sphinx,
Deck: 4 Discard: 12 Buried: 2
Notes:
Sideboard cards:
Knowledge 8, helped by Erayu, Mindscape and Mask: 1d10 + 1d8 + 1d4 + 8 ⇒ (6) + (6) + (4) + 8 = 24
It turns out its exceptionally durable! How exciting! Darago continues trying to clear out the location. Use Power to explore again
Random Card: 1d5 + 2 ⇒ (3) + 2 = 5
Darago crosses a puddle that somehow hasn't evaporated in all the heat. As he passes by the puddle begins to congeal and rise: its a Card 5: Plasma Ooze! Darago frantically searches his spellbooks for something to deal with it! Recharge Grimoire to draw Ice and Fire from discard. Fail BYA, but I don't have a weapon to discard. Play Ice and Fire to use Arcane+3d8+3. Mindscape adds 1d4.
Just realized that I didn't add in the Mindscape on the previous recharge checks for Ice and Fire and Scrying, meaning that my hand might be different and this might not be possible. Hopefully I roll bad this time!
Mindscape to Recharge Ice and Fire: 1d4 ⇒ 2
Mindscape to recharge Scyring: 1d4 ⇒ 3 Ok good. Neither of the would have recharged, we're good
Combat 20: 1d10 + 3d8 + 1d4 + 9 ⇒ (10) + (8, 7, 5) + (2) + 9 = 41
Recharge Ice and Fire Arcane 12, Adding Mindscape and Revealing Mask: 1d10 + 1d4 + 8 ⇒ (8) + (3) + 8 = 19
The ooze visibly recoils at Darago's flames. Darago promises to help lead it out of the flaming location if it stops attacking people. The ooze seems to agree. Use power to add Plasma Ooze to hand. Recharge Sun Falcon Pectoral to explore again.
Random Card: 1d5 + 2 ⇒ (2) + 2 = 4
Random Card: 1d5 + 2 ⇒ (1) + 2 = 3
Darago comes across a cache of Card 3 Grave Goods being threatened by the flames! He commands the flames to take the shape of a serpent once again and form a protective ring around them. I don't have a blessing to discard for the Grave Goods Trigger. Play Fire Snake to use Arcane. Reveal Mask for +2. Mindscape adds 1d4
Disable (Arcane) 10: 1d10 + 1d4 + 8 ⇒ (8) + (1) + 8 = 17 Drawing ally for another explore
Recharge Fire Snake Arcane 8: 1d10 + 1d4 + 8 ⇒ (8) + (2) + 8 = 18
The cache is safe for now, but Darago can't help but notice that his spell conjured the shape of a Fire Gecko instead of a Fire Snake, that's odd... Discard Fire Gecko to explore again
Random Card: 1d2 + 5 ⇒ (2) + 5 = 7
He gets a closer look at the cache and discovers its being kept in a Card 7: Chest of Keeping! Curse of the Sphinx triggers. Discard Ghost Whip. New hand:
Hand:Cloudburst, Shield Cloak, Volcanic Storm, Mummified Sphinx (Acquired), Magnetic Grimoire, Ice and Fire,
Displayed: Curse of the Sphinx,
Deck: 6 Discard: 13 Buried: 2
Notes:
Sideboard cards:
Knowledge 9: 1d10 + 1d4 + 6 ⇒ (1) + (2) + 6 = 9 That was close!
Darago makes note of the cache. Maybe they can come back when things are less on fire! Use power to explore again
Darago notices a Card 6 Black Kiss wandering the compound. He approaches them. Curse triggers. Discard Shield Cloak. New Hand:
Hand: Sun Falcon Pectoral, Fire Snake, Mask of the Forgotten Pharaoh, Binder's Tome, Shield Cloak (Acquired), Plasma Ooze(Acquired),
Displayed: Curse of the Sphinx,
Deck: 6 Discard: 14 Buried: 2
Notes:
Sideboard cards:
INT 10, Revealing Mask and Mindscape: 1d10 + 1d4 + 6 ⇒ (1) + (1) + 6 = 8
As he approaches, the Black Kiss fades out of existence. Maybe the smoke is starting to get to him...
Poison Damage: 1d4 ⇒ 3 Recharge Shield Cloak to reduce the damage by 3 to 0.
Darago decides to take a step away for some fresh air. Recharge Mask to clear Curse of the Sphinx
End turn. Discard pectoral as conflagration damage
Hand: Chest of Keeping (Acquired), Fire Snake, Mummified Sphinx (Acquired), Binder's Tome, Magnetic Grimoire, Plasma Ooze(Acquired),
Displayed:
Deck: 7 Discard: 14 Buried: 2
"Notes: Tome: Reveal for +1d4 on Combat or Non Combat CHA
Grimoire: Reveal for +1d4 on check that invokes Acid, Cold, Electricity, Fire, or Poison (such as the Conflagration)
Ooze/Sphinx: Banish for +1d4 on any check"
Sideboard cards:
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.
Important Stuff:
Howling Sands Conflagration Banished
Earthworks Cards 1, 3, 5, and 6 Banished
Earthworks Cards 4 and 7 Acquired
Earthworks Card 2 is Sebti the Crocodile and is the only card remaining.

Qualzar-EmpTyger |

(During Darago's turn)
Discarding Dimension Leap and recharging Swipe to move to Earthworks
Using Create Mindscape
Arcane 12: 1d10 + 5 + 1d4 ⇒ (8) + 5 + (1) = 14
Dimension Leap is recharged
Qualzar cast dimension door to follow Darago. "Back into the heat of the action."
(Qualzar's turn)
Blessing 2: Elements o'clock
Conflagration: Recharging Tablet of Languages Lost, discarding Blessing of Pharasma. Darago reveals Magnetic Grimoire, banishes Mummified Sphinx. Lini discards Blessing of Milani
DEX 9+5=14: 4d6 + 3 + 1d4 + 1d4 ⇒ (6, 3, 6, 4) + 3 + (2) + (2) = 26
Conflagration is banished
Qualzar impelled Darago's mummified sphinx into the fire. "What stops on 4 legs during the morning, drops to 2 legs during the day, and rolls on no legs at night?" The gnome laughed and laughed as the undead sphinx smothered the fire, getting consumed itself in the process.
Exploring Earthworks 2: Sebti the Crocodile
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.
Using Create Mindscape. Darago reveals Binder's Tome
CHA 9: 1d10 + 3 + 1d4 + 1d4 ⇒ (7) + 3 + (4) + (1) = 15
Sebti the Crocodile is acquired
With the fires quenched, Sebti finally felt it was safe enough to leave the earthworks.
Closing empty Earthworks: Burying Skyplate Armor
Estra must discard/attempt to recharge Create Mindscape
The gnome removed his armor, and surveyed the tarnishing and damage it had taken from all the sand and fire. It was not pretty. "Well, that's what return periods are for." The sorcerer magically shipped it back to the Ghoul Market.
Ending turn. Examining and bottomdecking Blessing 3: of the Ancients. Resetting hand
Hand: Sebti the Crocodile, Wall of Fire, Kafar, Cat, Surgeon, Mist Horn, Elemental Treaty,
Displayed:
Deck: 8 Discard: 3 Buried: 4
Notes:
Ask before using:
Can use without asking:
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

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Move to Howling Sands recharging Cannon Master.
I think Estra still has BoQZ.
Dexterity 8: 1d10 + 3 + 1d10 ⇒ (7) + 3 + (8) = 18

BR Yewstance |

Full scenario conclusion will be posted tomorrow.
First, Darago banished the Mythopoeic Sphinx to draw a random Sphinx Loot Ally from the box (they're all listed in the Loot Tracker). Now that you're in Adventure 5, there's actually 2 to draw from (one of them being one of the most powerful allies in the game), but since Erayu is the weaker option (and its power was used) I'll stick with assuming Erayu was drawn at random.
Second, I'm posting the list of Acquired Cards whilst I have a brief chance to now. Let me know if it seems like it's missing anything - it's a smaller count than I expected.
ACQUIRED CARDS
Fire Gecko (Ally B)
Sebti the Crocodile (Ally 1)
Qasin (Ally 2)
Basif Iosep (Ally 2)
Erayu (Loot Ally 4)
Bone Lamellar (Armor 1)
Shield Cloak (Armor 1)
Blessing of the Elements (Blessing B)
Blessing of Maat (Blessing 2)
Alchemist's Kit (Item B)
Chest of Keeping (Item 5)
Wyvern Poison (Item 5)
Monstrous Physique (Spell 5)

BR Yewstance |

COMPLETED SCENARIO 3-5A: RACE FOR THE SKY PYRAMID
At least we get one of the strongest loot cards in the game to make up for that scenario.
SCENARIO REWARD:
Loot
Type: Ally
Traits: Sphinx
To Acquire: None
Recharge this card to add 1 die to any combat check against a monster. If the monster is a villain or henchman, add another die.
Display this card to reset your hand and examine the top card of any location deck; then you may explore your location. At the end of the turn, discard this card.
TIER REWARD: (Let me know if Skizza or Qualzar didn't want to Tier-Up last scenario, which I've assumed they did.)
DEVELOPMENT:
It practically defies human limitations, but you managed to tear through northern Garund faster than anyone thought possible. You’re a little worse for the wear — braving city-sized sandstorms, scrabbling across shifting dunes the height of cliffs, and fighting off roaming bandits isn’t exactly child’s play, after all. But the Venture-Captain’s supplies, not to mention the considerable cache of magic he provided, saw you through. And so did your tenacious spirit, which burns as hot in your chest as the midday sun searing your scalp.
But your mission is not complete. Looking at the robed strangers milling about the old Aspis camp, you get the feeling that you’re going to need every ounce of gumption to get to the bottom of what’s happening here.
...limitations, but you managed to tear through northern Garund faster than anyone thought possible. You’re a little worse- [SANDSTORM. PAUSE THE GAME AND EVERYONE MOVES.]
...for the- [ALSO A TRIGGER GOES OFF]
...wear — braving city-sized sandstorms, scrabbling across shifting dunes the height of cliffs, and fighting off roaming bandits isn’t exactly child’s play, after all. But the Venture-Captain’s supplies, not to mention the considerable cache of magic he provided, saw you through. And so did your tenacious spirit, which burns- [SANDSTORM. PAUSE THE GAME AND EVERYONE MOVES.]
...as- [SANDSTORM. PAUSE THE GAME AND EVERYONE MOVES.]
...hot in your- [SANDSTORM. PAUSE THE GAME AND EVERYONE MOVES.]
...chest as the midday sun searing your scalp.
But your mission is not complete. Looking at the robed strangers milling about the old Aspis camp, you get the feeling that you’re going to need every ounce of gumption to get to the bottom of what’s happening- [SANDSTORM. PAUSE THE GAME AND EVERYONE MOVES.]
...here.
...
...
...[CONFLAGRATION.]

BR Yewstance |

SCENARIO 3-5B: GUARDIANS OF RUIN
Venture-Captain Norden Balentiir’s instructions are clear: keep the Aspis from ruining the sky pyramid, claim it for the Pathfinder Society if possible, and discover — and stop — whatever heinous plans the usij cultists might be enacting. What little you know about the usij and their div overlords makes the magnitude of that final task seem understated.
The cultists you see here likely want nothing more than to destroy the precious Osirian ruins. Perhaps the Aspis have formed some sort of terrible alliance with them to further their own profits. Ridaiya Merai, the Aspis leader, had previously professed that the usij were a mutual enemy, but her word means little. After all, she betrayed you without so much as a thought. What’s to say the Aspis and usij aren’t working together?
Clearly, the Venture-Captain thinks you’re up to the task of taking on both groups.
The boss isn’t asking for much, you think sarcastically, as you stare down into the pit you and a tribe of friendly air elementals excavated not long ago. In the middle is the magnificent sky pyramid, but it’s not reaching the pyramid’s golden-handled obsidian doors that concerns you. Rather, it’s the groups of lioness-headed creatures and cultists swarming the ruins’ entrance that gives you pause.
“Work, you laggards!” rumbles the largest of the cat-creatures. The others redouble their efforts, especially the cultists, who seem unready to challenge the roaring beast.
As your sun-addled mind grasps for recollection, it begins to dawn on you that the bestial creatures might truly be of another world. Their snarling visages soon make it clear that they are shira divs—creatures whose claws and teeth can drain the life force straight from a mortal’s soul. You dig your knees down further into the sand, trying to make yourself smaller and quieter as you form a plan for dispersing this terrifying group.
That’s when the guttural voice echoes behind you.
“You! The fool humans who dared stand against Velriana!” The slavering shira hulks behind you, the fur on her sneering face standing on end. A group of cultists stands at her back.
“Sisters, it’s time to feed!
DURING THIS SCENARIO:
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
HENCHMEN:
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage. If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist. If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.

BR Yewstance |

(Note that, when I produce the actual scenario, these locations won't have banes in them, nor will you be exploring the location decks, since it's a Siege Deck scenario.
=======================================
During This Adventure:
During This Scenario:
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
=
Additional Rules: =
HENCHMEN:
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage. If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist. If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.
Location #1: Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 4 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #2: Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #3: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: None
Location #4: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Location #5: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Location #6: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Location #7: 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 ?: 0
Located/Displayed Here: None

BR Yewstance |

TRADERS
HADDEN HOPPERT (Qualzar, Darago, Lini)
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.
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.
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.
Spell 5
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 12
When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran. At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.
I'd make some "Ew" statement about Named Bullet, which is one of the most awkward spells in Mummy's Mask... except it'd actually be okay in a Siege Scenario, if only there was a caster using Ranged weapons. As it so happens, we do have one - Cognap - but it may still not be worth it and he's not trading for spells anyway.
FALSIN DEEK (Skizza, Cogsnap)
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.
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 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.
(Changed my mind; Estra will be going to Sunburst Market. Forgot we're in AD5 now and I don't really have AD4 cards I'd want to trade away.)

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TRADE (Sunburst Market): Byzantine Lexicon (Item 2) -> (BASIC ALLY)
LOOT: Walking Stick -> Spear of the Watchful Guardian
LOOT: (BASIC ALLY from Sunburst Market) -> Neferekhu
LOOT: Fly -> Elemental Treaty
Estra starts at Garden of Ossumentals for now.
Estra puts Honaire in her hand, then draws her opening hand.
Hand: Honaire, Neferekhu, Create Mindscape, Binder's Tome, Falcon Crown, Charm Person,
Displayed:
Deck: 15 Discard: 0 Buried: 0
Notes: At my location:
Neferekhu (+2 dice to noncombat Wisdom/Knowledge check)
Binder's Tome (+1d4 and Mental for Combat/Charisma check)Any location:
Create Mindscape (Display next to a location, +1d4 to Cha/Wis/IntA lot of support if we end up sticking together!
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 [X] +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:
[ ] [ ] 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.
Die Bumps remaining: 2

RotRL Lini |

Letting Qualzar take the new loot. Not doing any trades. Sounds like both Elemental Treaty and Remove Curse are being taken as loot so no need for Lini to take any loot. Lini will hang out with Estra for a bit so start at Garden of Ossumentals.
Hand: Blessing of Milani, Mastiff, Restorative Touch, Wolverine, Vampire Bat, Death's Touch,
Displayed:
Deck: 14 Discard: 0 Buried: 0
"Notes: Blessing of Milani: +2 dice vs Dexterity or Wisdom non-combat check.
Location: Garden of Ossumentals"
Sideboard cards:
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>
At the beginning of the first turn Lini will display Mastiff to draw 2 cards.
Hand: Blessing of Milani, Restorative Touch, Wolverine, Vampire Bat, Death's Touch, Blessing of the Spellbound 1, Seaborne Trident +1,
Displayed: Mastiff,
Deck: 12 Discard: 0 Buried: 0
"Notes: Blessing of Milani: +2 dice vs Dexterity or Wisdom non-combat check.Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.
Location: Garden of Ossumentals"
Sideboard cards:
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>

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No Trades.
Starting Location:Precious Mine.
Hand: Swiftshooter, Dragonbreath Shot, Blessing of Tsukiyo, Weaponrack Backpack, Blessing of Sivanah, Double-barreled Musket,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Free to use: Weapons and Blessings and Allies.
Sideboard cards:
Displaying Dragonbreath Shot.
Hand: Swiftshooter, Blessing of Tsukiyo, Weaponrack Backpack, Blessing of Sivanah, Double-barreled Musket,
Displayed: Dragonbreath Shot,
Deck: 14 Discard: 0 Buried: 0
Notes: Free to use: Weapons and Blessings and Allies.
Sideboard cards:

AAUGHWHY's PFSACG Darago |

Starting Location: Sepulcher of the Servant (Every monster is Undead? Don't mind if I do...)
Hadden Hoppert: No Trade
Replace Wand of Scorching Ray with Mask of the Forgotten Pharaoh. Replace Binder's Tome with Scarab of Mummy Defense.
Hand: Armor of the Sands, Spelldagger, Blessing of Master of Masters, Acid Rain, Blessing of Isis, Ghost Whip, Fox,
Displayed:
Deck: 14 Discard: 0 Buried: 0
"Notes: Isis: +2 dice on INT Check or if invokes Construct/Acid
Master of Masters: +2 dice on INT Check
Fox: +1d4 to INT/WIS check"
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +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.

Qualzar-EmpTyger |

Gaining Skill Feat: INT +2
Forfeiting upgrade
Replacing Ally 4 Bear with Loot Ally 5 Khai-Utef
Replacing Loot Spell B Elemental Treaty with Spell 3 Scrying
Replacing Spell 3 Swipe with Loot Spell B Remove Curse
Hadden Hoppert: Trading Weapon 4 Giantbane Dagger +1 for Spell 4 Ice Storm
Starting at Vizier's Hill
Hadden Hoppert frowned when Qualzar arrived with only a sphinx. "Riddles aren't exactly, uh, vendable."
Qualzar dismissed his fellow gnome's concerns with an airy wave of his hand. "Corncackles! Knowledge is far more precious than mere coinage."
Hadden hesitated. "The fact is, your last adventure procured mostly, uh, sand. And sand doesn't pay the bills." The mage thought for a moment. "Well, except maybe for the Silver Sands of New Svernica.
Qualzar nodded in agreement. "Or the Phosphorescent Sands of Xyletia."
Hadden agreed. "Or, of course, the Golden Grains of the Great Gnome Governor-General Geromitius."
"Very well." The sorcerer clapped his hands. "If you need to make a profit, don't worry, I can return on your investment. After all," Qualzar giggled. "There's no business like snow business."
Hand: Surgeon, Blessing of Pharasma 1, Blessing of Gozreh, Poison Blast, Ice Storm, Remove Curse, Robe of Energy Resistance,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes:
Ask before using: Blessing of Pharasma (+1 die/+2 dice if spell is cast); Blessing of Gozreh (+1 die/+2 dice for closing)
Can use without asking: Blessing if would recharge; Surgeon (recharge to heal 1 local card); Remove Curse (recharge to banish curse)
Strength d6 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d4 [] +1
Intelligence d10 [X] +1 [X] +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

BR Yewstance |

I've placed Cogsnap at the Garden for the time being.
================================
During This Adventure:
During This Scenario:
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
=
Additional Rules: =
HENCHMEN:
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage. If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist. If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 1, Estra/Yewstance
Monster 1
Monster C
Traits: Trigger Bunyip
To Defeat: Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Monster 2
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 3
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.
Monster 4
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.
Monster 5
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.
Barrier 1
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 2
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 3
Barrier 3
Traits: Trap Obstacle
To Defeat: Dexterity Acrobatics 12 OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Barrier 4
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
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.
Weapon 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
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.
Weapon 3
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 4
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.
Weapon 5
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.
Spell 1
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 2
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.
Spell 3
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 4
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 5
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.
Armor 1
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
Armor 2
Traits: Clothing Light Armor Magic
To Acquire: Constitution Fortitude Knowledge Wisdom 8
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Armor 5
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Wisdom Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Armor 4
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
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.
Item 1
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
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.
Item 3
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 4
Item 3
Traits: Wand Attack Fire Ranged Magic Arcane
To Acquire: Intelligence Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Item 5
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.
Ally 1
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 2
Ally 2
Traits: Outsider Psychopomp
To Acquire: Charisma Diplomacy Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.
Ally 3
Ally 3
Traits: Human Fighter
To Acquire: Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.
Ally 4
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.
Ally 5
Ally 3
Traits: Automaton
To Acquire: Intelligence Craft 9
Discard this card to add 1 die to a check against a barrier or a check to acquire a boon.
Discard this card to explore your location.
Blessing 1
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 2
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 4
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Top of Blessing Discard Pile:
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Remaining: 29
Blessings Deck
Blessings Deck Card 1 - Turn 1 Cogsnap
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 Lini
Blessing B
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 3 - Turn 3 Darago
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.
Blessings Deck Card 4 - Turn 4 Qualzar
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 5 - Turn 5 Skizza
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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 Estra
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 7 - Turn 7 Cogsnap
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 8 - Turn 8 Lini
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 Darago
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 Qualzar
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 11 - Turn 11 Skizza
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 12 - Turn 12 Estra
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 13 - Turn 13 Cogsnap
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 14 - Turn 14 Lini
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 15 - Turn 15 Darago
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 16 - Turn 16 Qualzar
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 Skizza
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 18 - Turn 18 Estra
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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 Cogsnap
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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 20 - Turn 20 Lini
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 Darago
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 22 - Turn 22 Qualzar
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 23 - Turn 23 Skizza
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.
Blessings Deck Card 24 - Turn 24 Estra
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.
Blessings Deck Card 25 - Turn 25 Cogsnap
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 26 - Turn 26 Lini
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 27 - Turn 27 Darago
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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 28 - Turn 28 Qualzar
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.
Blessings Deck Card 29 - Turn 29 Skizza
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.
Siege Deck
M: 17 Ba: 12 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 19
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Kalnaka
Monster 5
Traits: Undead Mummy
To Defeat: Combat 22
The Kalnaka is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.
Vanth
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Caravan Raider
Monster B
Traits: Human Veteran
To Defeat: Stealth 7 OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
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.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
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.
Caravan Raider
Monster B
Traits: Human Veteran
To Defeat: Stealth 7 OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
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.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Cultist of Areshkagal
Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Location #1: Garden of Ossumentals
At This Location (Open): Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini/Bigguyinblack, Cogsnap/VampByDay, Estra/Yewstance
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.
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.
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.
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.
Location #2: Precious Mine
At This Location (Open): The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Skizza/agent_eclipse
Spell 5
Traits: Magic Arcane Divine Attack Cold
To Acquire: Intelligence Arcane Wisdom Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Item 1
Traits: Liquid Cold Poison Alchemical
To Acquire: Intelligence Craft Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Item 2
Traits: Accessory Magic
To Acquire: Intelligence Disable Arcane Wisdom Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
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.
Item B
Traits: Object Magic Maat
To Acquire: Constitution Knowledge Divine 5
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Location #3: Sepulcher of the Servant
At This Location (Open): Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Darago/AAUGHWHY
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.
Spell 5
Traits: Magic Arcane Attack Acid
To Acquire: Intelligence Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
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.
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.
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.
Location #4: Vizier's Hill
At This Location (Open): If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Qualzar/EmpTyger
Weapon 1
Traits: Polearm Melee Slashing 2-Handed Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Weapon 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.
Spell 3
Traits: Magic Divine Acid
To Acquire: Wisdom Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 13 check to recharge it instead.
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.
Location #5: Mumia Lab
At This Location (Open): At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Spell 5
Traits: Magic Divine Attack Electricity
To Acquire: Wisdom Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.
Ally 1
Traits: Halfling Barbarian Hireling
To Acquire: Survival Charisma Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.
Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.
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.
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.
Location #6: Alchemical Laboratory
At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Spell 5
Traits: Magic Arcane Attack Acid
To Acquire: Intelligence Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
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.
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.
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Item 3
Traits: Staff Magic Arcane
To Acquire: Intelligence Arcane 10
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
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.
Location #7: 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: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
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.
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.
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.
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.

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Estra starts her turn.
Blessing of Maat discarded from the Blessings Deck.
Estra sets aside Charm Person to draw a random Human ally from the box.
Ally 3
Traits: Human Fighter
To Acquire: Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.
Estra chooses not to move, and examines the top card the Siege Deck with her power.
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Estra chooses not to discard or bury a card, and takes her free exploration to encounter the Disciple of the Forgotten Pharaoh.
BYA: Estra will summon Forgotten Pharaoh Cultist.
Henchman Monster B
Traits
Human
Cultist
Veteran
Check
Combat 10
OR
Charisma
Diplomacy 7
Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all the cards in your location deck, then roll on the Scourge Table and shuffle the corresponding scourge into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Skizza discards Blessing of Sivanah to add another 2 dice.
Diplomacy 7+10: 3d10 + 6 + 2d4 ⇒ (9, 4, 5) + 6 + (1, 2) = 27 -> Forgotten Pharaoh Cultist defeated, Estra draws a card (Blessing of Qi Zhong) for passing a Charisma check.
Estra moves onto her check to defeat Disciple of the Forgotten Pharaoh.
Estra recharges Falcon Crown for combat and places Honaire on top of her deck to add 1d6+5 to her combat check.
Estra reveals Binder's Tome to add an additional 1d4 to her combat check.
Estra discards Blessing of Qi Zhong to add another die.
Combat 22 (Honaire, Binder's Tome, Create Mindscape): 2d10 + 4 + 2d6 + 1d6 + 5 + 1d4 + 1d4 ⇒ (8, 8) + 4 + (3, 4) + (6) + 5 + (2) + (2) = 42 -> Disciple of the Forgotten Pharaoh defeated, Estra draws a card (Honaire) for passing a combat check.
As the div makes the call to arms; the party find themselves immediately fighting for their lives - hordes of cultists and monstrosities vastly outnumbering the Pathfinders. The Pathfinders, however, worked together as a perfect unit, refined by the weeks of combat and travel, and directed by Qualzar and Estra's telepathy.
Estra drew upon the magic of the trinkets and jewelry she had acquired in their journeys - summoning forth gusts of wind to hold their attackers at bay with a makeshift sandstorm. As the cultists howl and struggle against her magics, Estra prepares to raise wards and cast enhancement magics, magnifying the speed of thought and spellcasting potential of the group. Out of the corner of her eye, Estra notices Darago beginning to raise the remaining dead from the sands - many former-undead left behind from the undead infestation cleared so many weeks earlier on their first visit to the accursed site.
A sickening wave of offense and contempt surges through her - perhaps hypocritically - but now's not the time to argue over methods. To survive this onslaught, they need numbers; and he's the only one who can provide them such.
Unfortunately, I have basically no means of combat now (unless you count reloading Honaire and revealing Binder's tome for a total of 2d4+1d6+5, or an average of 13.5), and the siege deck is overwhelmingly monsters. An exploration with Commander Abdallah gives me a small extra bonus, but still risky.
Plus, I've got no armor since I used my Falcon Crown for combat, and avoiding damage is key in scenarios like these. So a short turn for me, it seems.
Estra reveals Honaire to shuffle the 1 card (Blessing of Qi Zhong) from her discard pile into her deck. Recharge pile cleared.
Honaire is discarded.
Estra ends her turn.
Estra resets her hand.
"
Hand: Neferekhu, Binder's Tome, Commander Abdallah, Sign of the Newlyweds, Codex of Conversations, Hypercognition,
Displayed: Create Mindscape,
Deck: 13 Discard: 1 Buried: 0
Notes: I'd appreciate being given an attack spell of some description, if one is free. Right now I can't really afford to explore, but at least I've got support to offer.At my location:
Neferekhu (+2 dice to noncombat Wisdom/Knowledge check - plus I get to draw a card!)
Binder's Tome (+1d4 and Mental for Combat/Charisma check)
Create Mindscape (+1d4 to Cha/Wis/IntAny Location:
Hypercognition (+1 die to Cha/Wis/Int for a full turn - feel free to use this, as I'm going to need to clear it out of my hand)
Sign of the Newlyweds (+1 die)
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 [X] +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:
[ ] [ ] 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.
Die Bumps remaining: 2

BR Yewstance |

During This Adventure:
During This Scenario:
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
=
Additional Rules: =
HENCHMEN:
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage. If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist. If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 2, Cogsnap/VampByDay
Monster 1
Monster 1
Traits: Animal Fire
To Defeat: Combat 11
The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.
Monster 2
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.
Monster 3
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 4
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
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.
Barrier 1
Barrier 5
Traits: Obstacle Magic Acid Fire
To Defeat: Strength Dexterity 14 OR Intelligence Disable 13
If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.
Barrier 2
Barrier B
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 3
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
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 5
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.
Weapon 1
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 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 3
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
Weapon 3
Traits: Sword Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 5
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.
Spell 1
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
Spell 1
Traits: Magic Divine
To Acquire: Wisdom Divine 12
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell 3
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 4
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
Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.
Armor 1
Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7 OR Intelligence Arcane 8
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Armor 2
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 3
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.
Armor 4
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.
Armor 5
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.
Item 1
Item 5
Traits: Liquid Magic Divine
To Acquire: Wisdom Craft Divine 12
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
Item 2
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.
Item 3
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 4
Item 5
Traits: Staff Attack Magic Arcane
To Acquire: Intelligence Arcane 14
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.
Item 5
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.
Ally 1
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.
Ally 2
Ally B
Traits: Trigger Human Rogue Aspis
To Acquire: Wisdom Charisma Diplomacy 9
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally 3
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.
Ally 4
Ally 3
Traits: Animal Elemental Acid Poison
To Acquire: Wisdom Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
Ally 5
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.
Blessing 1
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing 5
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Top of Blessing Discard Pile:
Blessing B
Traits: Divine 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: 28
Blessings Deck
Blessings Deck Card 1 - Turn 1 Lini
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 2 - Turn 2 Darago
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.
Blessings Deck Card 3 - Turn 3 Qualzar
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 4 - Turn 4 Skizza
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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 Estra
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 6 - Turn 6 Cogsnap
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 7 - Turn 7 Lini
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 8 - Turn 8 Darago
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 9 - Turn 9 Qualzar
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 10 - Turn 10 Skizza
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 11 - Turn 11 Estra
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 12 - Turn 12 Cogsnap
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 Lini
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 14 - Turn 14 Darago
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 15 - Turn 15 Qualzar
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 16 - Turn 16 Skizza
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 17 - Turn 17 Estra
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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 Lini
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 20 - Turn 20 Darago
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
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 Skizza
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.
Blessings Deck Card 23 - Turn 23 Estra
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.
Blessings Deck Card 24 - Turn 24 Cogsnap
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 25 - Turn 25 Lini
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 26 - Turn 26 Darago
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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 27 - Turn 27 Qualzar
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.
Blessings Deck Card 28 - Turn 28 Skizza
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.
Siege Deck
M: 17 Ba: 12 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 18
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Kalnaka
Monster 5
Traits: Undead Mummy
To Defeat: Combat 22
The Kalnaka is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.
Vanth
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Caravan Raider
Monster B
Traits: Human Veteran
To Defeat: Stealth 7 OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
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.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
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.
Caravan Raider
Monster B
Traits: Human Veteran
To Defeat: Stealth 7 OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
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.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Cultist of Areshkagal
Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Location #1: Garden of Ossumentals
At This Location (Open): Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini/Bigguyinblack, Cogsnap/VampByDay, Estra/Yewstance, Create Mindscape displayed
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.
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.
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.
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.
Location #2: Precious Mine
At This Location (Open): The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Skizza/agent_eclipse
Spell 5
Traits: Magic Arcane Divine Attack Cold
To Acquire: Intelligence Arcane Wisdom Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Item 1
Traits: Liquid Cold Poison Alchemical
To Acquire: Intelligence Craft Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Item 2
Traits: Accessory Magic
To Acquire: Intelligence Disable Arcane Wisdom Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
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.
Item B
Traits: Object Magic Maat
To Acquire: Constitution Knowledge Divine 5
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Location #3: Sepulcher of the Servant
At This Location (Open): Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Darago/AAUGHWHY
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.
Spell 5
Traits: Magic Arcane Attack Acid
To Acquire: Intelligence Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
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.
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.
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.
Location #4: Vizier's Hill
At This Location (Open): If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Qualzar/EmpTyger
Weapon 1
Traits: Polearm Melee Slashing 2-Handed Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Weapon 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.
Spell 3
Traits: Magic Divine Acid
To Acquire: Wisdom Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 13 check to recharge it instead.
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.
Location #5: Mumia Lab
At This Location (Open): At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Spell 5
Traits: Magic Divine Attack Electricity
To Acquire: Wisdom Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.
Ally 1
Traits: Halfling Barbarian Hireling
To Acquire: Survival Charisma Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.
Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.
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.
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.
Location #6: Alchemical Laboratory
At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Spell 5
Traits: Magic Arcane Attack Acid
To Acquire: Intelligence Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
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.
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.
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Item 3
Traits: Staff Magic Arcane
To Acquire: Intelligence Arcane 10
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
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.
Location #7: 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: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
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.
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.
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.
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.

Cogsnap-VampByDay |

Starting hand:
Hand: Twitch Tonic, Crystalline Carnivore, Alchemist's Shield , Steel Ibis Lamallar, Liquid Ice, Blessing of the Elements-Beta, Blessing of the Elements-Gamma,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:
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
Start of turn-Blessing of Ra O'clock
Cogsnap looks around at the combined army of Divs, sphinx, and aspis barreling down on the party.
"Listen, we just want to study the ancient pyramid for historical-" his voice is cut off by an attack from Explore-Disciple of the Forgotten Pharaoh A Forgotten Pharaoh cultist leader.
Banishdiscard Crystalline Carnivore to ignore Disciple's BYA power of summoning a cultist.
The disciple sneers and directs one of his minions to attack the team, but then Cogsnap's Crystalline pet comes out of nowhere to maul the cultist, just leaving the disciple left.
"Why does this have to be difficult? WE ARE SCHOLARS!" Cogsnap says angrily as he throws a bottle of liquid ice at the Disciple
banishRecharge liquid ice for attack. Also recharge blessing of the elements.
Combat 22 vs. 1d10+3(dex)+2d8(Liquid ice)+1d6+2(power)+1(ranged skill)+1d10(botelements): 2d10 + 2d8 + 1d6 + 6 ⇒ (7, 10) + (5, 5) + (5) + 6 = 38
recharge Alchemist's shield to draw random alchemical/liquid item from the box-Pure Holy Water.
The bottle of liquid ice freezes the cultist in place. Cogsnap just turns to Estra and Lini. "We just want do do some archaeology, things shouldn't be this difficult, right?"
Unfortunately, I only drew one combat item in my starting hand and had to use it, so I really don't want to explore again and just hope I fight an undead. I know we need to do multiple explores, but I don't think it'd be wise for me to do it now. I'll have to reset my hand.
Hand: Twitch Tonic, Pure Holy Water-MM, Acid Flask, Steel Ibis Lamallar, Canteen, Cauterizing Dagger, Blessing of the Elements-Gamma,
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: Feel free to use my Pure Holy Water Estra/Lini. Feel free to use my BotElements if it'd recharge.
Sideboard cards:
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

RotRL Lini |

Blessing of Pharasma in effect. Mastiff gets recharged.
Not wanting to be lunch, Lini reacts.
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
type of damage: 1d6 ⇒ 6
Auto pass BYA Divine check by revealing Wolverine and Neferekhu.
Estra may draw a card.
Faced with a cultist Lini shows him a new trick.
Combat 20 casting Death's Touch: 1d10 + 3d6 + 8 ⇒ (4) + (4, 6, 2) + 8 = 24
recharge 14 revealing Neferekhu, aided by Create Mindscape, revealing Wolverine: 3d10 + 2d4 + 8 ⇒ (2, 6, 5) + (1, 2) + 8 = 24
Estra may draw a card.
The cultist falls dead but the fighting rages on.
Recharge Vampire Bat to examine next card then explore.
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Lini only has 5 cards in hand so someone else is facing Shira. Pausing turn.

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Estra autopasses both Diplomacy 8 checks against Neferekhu (thanks to Create Mindscape or Binder's Tome), and draws 2 cards Spear of the Watchful Guardian, Ghost Rider).
Estra encounters Shira.
BYA: Perception 8 (Neferekhu, Create Mindscape, Spear of the Watchful Guardian): 3d10 + 4 + 1d4 + 1d6 ⇒ (7, 5, 2) + 4 + (3) + (4) = 25 -> Pass. Estra autopasses the check against Neferekhu and draws Valet.
Divine 15 (Neferekhu, Create Mindscape): 3d10 + 4 + 1d4 ⇒ (5, 6, 10) + 4 + (1) = 26 -> Pass. Estra autopasses the check against Neferekhu and draws Sign of the Thrush.
Wish I had Honaire for this bit. Oh well.
Estra discards Sign of the Thrush to add a die.
Request that Qualzar recharge Blessing of Pharasma to add another die.
AYA: Constitution 8: 3d6 ⇒ (2, 4, 4) = 10 -> Pass, no effect.
Shira defeated!
Hand: Neferekhu, Binder's Tome, Commander Abdallah, Sign of the Newlyweds, Codex of Conversations, Hypercognition, Spear of the Watchful Guardian, Ghost Rider, Valet,
Displayed: Create Mindscape,
Deck: 9 Discard: 2 Buried: 0
"Notes: Thanks for all the card draws! I'll continue to draw more if prompted.At my location:
Neferekhu (+2 dice to noncombat Wisdom/Knowledge check - plus I get to draw a card!)
Binder's Tome (+1d4 and Mental for Combat/Charisma check)
Create Mindscape (+1d4 to Cha/Wis/IntAny Location:
Hypercognition (+1 die to Cha/Wis/Int for a full turn - feel free to use this, as I'm going to need to clear it out of my hand)
Sign of the Newlyweds (+1 die)"
A reminder: Skizza's Blessing of Sivanah was used earlier.

RotRL Lini |

Qualzar recharges Blessing of Pharasma to the Con check.
As Estra fights Shira, Lini has her own issues.
Discard Blessing of the Spellbound to explore.
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
A Disciple of the Forgotten Pharaoh is aided by a Forgotten Pharaoh Cultist.
Pausing again for Estra to face either the combat 20 or Charisma/Diplomacy 17 check.

RotRL Lini |

Estra hopefully comes through again by facing the Forgotten Pharaoh Cultist.
charisma 17 revealing Binder's Tome, aided by Create Mindscape, Displaying Hypercognition, Reveal Valet: 2d10 + 2d4 + 8 ⇒ (5, 6) + (1, 2) + 8 = 22
As Estra talks down his aide Lini attacks the boss cultist.
combat 22 discarding Blessing of Milani to increase strength to d10, revealing Seaborne Trident +1, revealing Wolverine, aided by Binder's Tome, Estra discards Sign of the Newlyweds for an extra die: 2d10 + 1d8 + 2d4 + 5 ⇒ (1, 8) + (1) + (3, 3) + 5 = 21
Use a die bump to get to 22.
After a fight that was far too close Lini drops back for a moment.
Hand: Blessing of the Seventh Veil, Frilled Lizard, Restorative Touch, Wolverine, Pyrotechnic Blast, Seaborne Trident +1,
Displayed:
Deck: 12 Discard: 2 Buried: 0
"Notes: Blessing of the Seventh Veil: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.Location: Garden of Ossumentals"
Sideboard cards:
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>
Estra displays Hypercognition, May draw a card, Then discards Sign of the Newlyweds.

RotRL Lini |

Edit. Before ending her turn Lini casts Restorative Touch on Estra.
heal Estra for: 1d4 + 1 ⇒ (1) + 1 = 2
recharge 11 using Neferekhu, Create Mindscape , and revealing Wolverine: 3d10 + 2d4 + 8 ⇒ (7, 8, 7) + (1, 4) + 8 = 35
Estra may draw a card.
Hand: Blessing of the Seventh Veil, Frilled Lizard, Pteranodon, Wolverine, Pyrotechnic Blast, Seaborne Trident +1,
Displayed:
Deck: 12 Discard: 2 Buried: 0
"Notes: Blessing of the Seventh Veil: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.Location: Garden of Ossumentals"
Sideboard cards:
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>

![]() |

Hand update (drew Swipe from passing a Diplomacy check). There's a combat spell at last!
Estra is healed for 2 random cards (Sign of the Thrush, Sign of the Newlyweds) by Lini. Shame neither were Honaire, but oh well.
From using Neferekhu on the recharge check, Estra draws Elemental Treaty.
Estra attempts to recharge Hypercognition at the end of Lini's turn.
Perception 11 (Create Mindscape, Hypercognition, Neferekhu): 4d10 + 4 + 1d4 ⇒ (6, 3, 10, 10) + 4 + (2) = 35 -> Hypercognition recharged.
From using Neferekhu on the recharge check, Estra draws Falcon Crown.
Hand: Neferekhu, Binder's Tome, Commander Abdallah, Codex of Conversations, Spear of the Watchful Guardian, Ghost Rider, Valet, Swipe, Elemental Treaty, Falcon Crown,
Displayed: Create Mindscape,
Deck: 9 Discard: 1 Buried: 0
"Notes: Thanks for all the card draws! I'll continue to draw more if prompted.At my location:
Neferekhu (+2 dice to noncombat Wisdom/Knowledge check - plus I get to draw a card!)
Binder's Tome (+1d4 and Mental for Combat/Charisma check)
Create Mindscape (+1d4 to Cha/Wis/Int)
Elemental Treaty (-1 elemental damage at a location)"

BR Yewstance |

During This Adventure:
During This Scenario:
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
=
Additional Rules: =
HENCHMEN:
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage. If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist. If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 4, Darago/AAUGHWHY
Monster 1
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.
Monster 2
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Monster 3
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.
Monster 4
Monster C
Traits: Trigger Bunyip
To Defeat: Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.
Monster 5
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.
Barrier 1
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 2
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 3
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.
Barrier 4
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 5
Barrier 3
Traits: Trap Obstacle
To Defeat: Dexterity Acrobatics 12 OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Weapon 1
Weapon 4
Traits: Sword Melee Slashing Magic Finesse
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+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.
Weapon 2
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 3
Weapon 3
Traits: Sword Melee Piercing Finesse Swashbuckling Magic
To Acquire: Strength Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Weapon 4
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 5
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.
Spell 1
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
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
Spell 3
Traits: Magic Arcane Divine Attack Bludgeoning Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade 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 13 check to recharge this card instead of discarding it.
Spell 4
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 5
Spell 5
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 13
Discard this card to examine any location deck. If you find a villain; it excapes as if undefeated.
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 15 check to recharge this card instead of discarding it.
Armor 1
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.
Armor 2
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.
Armor 3
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 4
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Charisma Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Armor 5
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.
Item 1
Item 1
Traits: Staff Magic Divine Healing
To Acquire: Wisdom Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
Item 2
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 3
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.
Item 4
Item B
Traits: Liquid Alchemical
To Acquire: IntelligenceCraft 6
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
Item 5
Item 2
Traits: Accessory Magic Mummy
To Acquire: Wisdom Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
Ally 1
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 2
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.
Ally 3
Ally 5
Traits: Animal Phoenix Fire
To Acquire: Charisma Diplomacy 8 THEN Charisma Diplomacy 12
Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.
Ally 4
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 5
Ally B
Traits: Elemental Electricity Veteran
To Acquire: Charisma Survival Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Blessing 1
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.
Blessing 2
Blessing B
Traits: Divine Abadar
To Acquire: Dexterity Disable 6 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
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 4
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 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.
Blessings Remaining: 26
Blessings Deck
Blessings Deck Card 1 - Turn 1 Qualzar
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
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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 Estra
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 4 - Turn 4 Cogsnap
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 5 - Turn 5 Lini
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 6 - Turn 6 Darago
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 7 - Turn 7 Qualzar
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 8 - Turn 8 Skizza
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 9 - Turn 9 Estra
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 10 - Turn 10 Cogsnap
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 11 - Turn 11 Lini
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 12 - Turn 12 Darago
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 13 - Turn 13 Qualzar
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 14 - Turn 14 Skizza
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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 Cogsnap
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After 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 Lini
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 18 - Turn 18 Darago
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 Qualzar
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 Skizza
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.
Blessings Deck Card 21 - Turn 21 Estra
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.
Blessings Deck Card 22 - Turn 22 Cogsnap
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 23 - Turn 23 Lini
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 Darago
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 25 - Turn 25 Qualzar
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.
Blessings Deck Card 26 - Turn 26 Skizza
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.
Siege Deck
M: 17 Ba: 12 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 14
Kalnaka
Monster 5
Traits: Undead Mummy
To Defeat: Combat 22
The Kalnaka is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.
Vanth
Monster 2
Traits: Outsider Psychopomp
To Defeat: Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Caravan Raider
Monster B
Traits: Human Veteran
To Defeat: Stealth 7 OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
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.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
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.
Caravan Raider
Monster B
Traits: Human Veteran
To Defeat: Stealth 7 OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
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.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Cultist of Areshkagal
Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Location #1: Garden of Ossumentals
At This Location (Open): Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini/Bigguyinblack, Cogsnap/VampByDay, Estra/Yewstance, Create Mindscape displayed
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.
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.
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.
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.
Location #2: Precious Mine
At This Location (Open): The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Skizza/agent_eclipse
Spell 5
Traits: Magic Arcane Divine Attack Cold
To Acquire: Intelligence Arcane Wisdom Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Item 1
Traits: Liquid Cold Poison Alchemical
To Acquire: Intelligence Craft Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Item 2
Traits: Accessory Magic
To Acquire: Intelligence Disable Arcane Wisdom Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
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.
Item B
Traits: Object Magic Maat
To Acquire: Constitution Knowledge Divine 5
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Location #3: Sepulcher of the Servant
At This Location (Open): Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Darago/AAUGHWHY
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.
Spell 5
Traits: Magic Arcane Attack Acid
To Acquire: Intelligence Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
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.
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.
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.
Location #4: Vizier's Hill
At This Location (Open): If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Qualzar/EmpTyger
Weapon 1
Traits: Polearm Melee Slashing 2-Handed Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Weapon 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.
Spell 3
Traits: Magic Divine Acid
To Acquire: Wisdom Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 13 check to recharge it instead.
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.
Location #5: Mumia Lab
At This Location (Open): At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Spell 5
Traits: Magic Divine Attack Electricity
To Acquire: Wisdom Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.
Ally 1
Traits: Halfling Barbarian Hireling
To Acquire: Survival Charisma Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.
Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.
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.
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.
Location #6: Alchemical Laboratory
At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Spell 5
Traits: Magic Arcane Attack Acid
To Acquire: Intelligence Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
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.
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.
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Item 3
Traits: Staff Magic Arcane
To Acquire: Intelligence Arcane 10
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
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.
Location #7: 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: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
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.
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.
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.
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.

AAUGHWHY's PFSACG Darago |

Darago catches word of the divs mustering an undead army down in the Sepulcher of the Servant and can't help but chuckle to himself as he makes his way down.
It seems that the rumors are right! He's greeted by a Card 1: Kalnaka. Finally, a mummy that's not also a golem! Play Acid Rain to use Arcane+3d6+9. Power adds 2d4
Combat 22: 1d10 + 3d6 + 2d4 + 15 ⇒ (3) + (1, 4, 6) + (3, 3) + 15 = 35
Recharge Acid Rain Arcane 12: 1d10 + 6 ⇒ (1) + 6 = 7
Darago conjures a storm in the Sepulcher that washes away all of the gross musty undead smell. The divs could at least make their un-living quarters nice, you know? Suddenly, something swoops down from the sky and takes a swipe at Shivers: a Card 2: Vanth! Discard Fox to explore
BYA Scourge: 1d8 + 1 ⇒ (5) + 1 = 6 Oh no. Withering...
The undead psychopomp has mysterious qualities and Darago can feel his life force being siphoned just by being near it. He musters what energy he can into ghostly tendrils and tries to swat it out of the air. Play Ghost Whip to use Arcane+2d8. Discard Spelldagger to add 1d4. Curse of Withering transforms my d10 into a d8
Combat 13: 3d8 + 3d4 + 6 ⇒ (3, 5, 3) + (2, 2, 2) + 6 = 23
Recharge Ghost Whip Arcane 10: 1d8 + 6 ⇒ (8) + 6 = 14
When Darago's tendrils go right through the Vanth, he resorts to more basic measures and uses them to draw his dagger ad swing it around wildly. It takes a little bit, but the Vanth goes down eventually.
Out of prepared spells for now, Darago takes a moment to assess the situation before rushing in unarmed.
Out of attack spells and I don't have Fire Snake, so I'll end for now
Hand: Armor of the Sands, Scrying, Blessing of Master of Masters, Mind's Eye Blade, Blessing of Isis, Magnetic Grimoire,
Displayed: Curse of Withering
Deck: 13 Discard: 2 Buried: 0
"Notes: Isis: +2 dice on INT Check or if invokes Construct/Acid
Master of Masters: +2 dice on INT Check
Grimoire: +1d4 on checks that invoke Acid, Cold, Electiricity, Fire, or Poison"
Sideboard cards:
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +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.

Qualzar-EmpTyger |

Anubis o’clock
Recharging Remove Curse to banish Darago’s Curse of Withering
Qualzar laughed at Darago’s suddenly skeletal appearance. “How ironic!” But eventually the sorcerer decursed the necromancer.
Exploring Siege Deck 3: Pharaoh's Altar
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.
Then the gnome’s eye was drawn to a very ornate altar...
Pausing to ask about blessings

Qualzar-EmpTyger |

(Resuming turn)
Qualzar cannot make a DEX/Disable 12/Craft 14 check. Displaying Curse of Blindness. Pharaoh’s Altar is shuffled back into Siege Deck.
Vizier’s Hill: Random Barrier 1 is shuffled into Siege Deck
The gnome’s eye was drawn to a very ornate altar, but he was unable to look away from the bright light emulating from it. Qualzar blinked a couple times, but the light didn’t fade. He was blind!
Shuffled Siege Deck (Random Barrier 1 is 44): 1d42 + 2 ⇒ (4) + 2 = 6
Discarding Blessing of Gozreh to explore Siege Deck 6: Earth Ossumental
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.
Qualzar cannot make a DEX/Acrobatics 13 check
Acid damage: 1d4 ⇒ 1
Recharging Robe of Energy Resistance to prevent 1 Acid damage
Discarding Poison Blast as a Force Attack Magic spell. Skizza recharges Blessing of Tsukiyo
Combat 19: 2d10 + 5 + 1d6 + 3 ⇒ (6, 3) + 5 + (2) + 3 = 19
Earth Ossumental is banished
Stumbling around, the gnome bumped into something dripping with acid. “I’ll ossume it’s hostile,” said Qualzar, sorcerously pushing it away.
Recharging Surgeon to cure Poison Blast
Ending turn. Resetting hand
The surgeon bandaged Qualzar’s eyes to relieve the pain, but he was still blinded.
Hand: Dimension Leap, Robe of Energy Resistance, Blessing of Pharasma 1, Blessing of Pharasma B, Ice Storm, Poison Blast, Scrying,
Displayed: Curse of Blindness,
Deck: 12 Discard: 1 Buried: 0
Notes:
Ask before using: 2 Blessings of Pharasma (+1 die/+2 dice if spell is cast)
Can use without asking: Blessing if would recharge; Scrying (discard to examine top 3 of any location, topdeck/bottomdeck chosen type, shuffle rest back in); Dimension Leap (discard at start of encounter to move me to/from encounter location)
Strength d6 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d4 [] +1
Intelligence d10 [X] +1 [X] +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

BR Yewstance |

During This Adventure:
During This Scenario:
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
=
Additional Rules: =
HENCHMEN:
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage. If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist. If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 6, Skizza/agent_eclipse
Monster 1
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Monster 2
Monster 5
Traits: Undead Mummy
To Defeat: Combat 22
The Kalnaka is immune to the Cold, Mental, and Poison traits.
If the check to defeat has the Electricity trait, add 1d8.
If undefeated, bury your discard pile.
Monster 3
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.
Monster 4
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.
Monster 5
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.
Barrier 1
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 2
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 3
Barrier 2
Traits: Skirmish Veteran
To Defeat: Dexterity Acrobatics Wisdom Perception 9
The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 4
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 5
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.
Weapon 1
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.
Weapon 2
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 3
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 4
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
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.
Spell 1
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
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
Spell 5
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 12
When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran.
At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.
Spell 4
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 5
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.
Armor 1
Armor 2
Traits: Shield Offhand
To Acquire: Constitution Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
Armor 2
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.
Armor 3
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
Armor 5
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Wisdom Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Armor 5
Armor 3
Traits: Light Armor Magic
To Acquire: Constitution Fortitude Charisma Diplomacy 9
Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Item 1
Item B
Traits: Accessory Tool
To Acquire: Intelligence Craft Disable 6
Recharge this card to add 1d8 to your Craft or Disable check.
Item 2
Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Item 3
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.
Item 4
Item B
Traits: Object Alchemical
To Acquire: Intelligence Craft 6
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Item 5
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.
Ally 1
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 2
Ally 5
Traits: Animal Phoenix Fire
To Acquire: Charisma Diplomacy 8 THEN Charisma Diplomacy 12
Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.
Ally 3
Ally 2
Traits: Trigger Caligni Oracle
To Acquire: Perception Charisma Diplomacy 11
When you examine this card, shuffle it back into its deck.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.
Ally 4
Ally B
Traits: Trigger Human Rogue Aspis
To Acquire: Wisdom Charisma Diplomacy 9
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.
Ally 5
Ally C
Traits: Animal
To Acquire: Wisdom Survival 7 OR Charisma Diplomacy 10
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.
Blessing 1
Blessing C
Traits: Divine Wadjet
To Acquire: Divine 5 OR Intelligence Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 2
Blessing C
Traits: Divine Pharasma
To Acquire: Intelligence Arcane Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing 3
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 4
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 5
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Top of Blessing Discard Pile:
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Remaining: 24
Blessings Deck
Blessings Deck Card 1 - Turn 1 Estra
Blessing B
Traits: Divine Bastet Gambling
To Acquire: Divine 6 OR Stealth Disable Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessings Deck Card 2 - Turn 2 Cogsnap
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 3 - Turn 3 Lini
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 4 - Turn 4 Darago
Blessing 2
Traits: Divine Maat
To Acquire: Divine 6 OR Constitution Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessings Deck Card 5 - Turn 5 Qualzar
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 6 - Turn 6 Skizza
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 7 - Turn 7 Estra
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 8 - Turn 8 Cogsnap
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 9 - Turn 9 Lini
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 10 - Turn 10 Darago
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 11 - Turn 11 Qualzar
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 12 - Turn 12 Skizza
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 14 - Turn 14 Cogsnap
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 15 - Turn 15 Lini
Blessing B
Traits: Divine Nethys
To Acquire: Wisdom Perception 8 OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Deck Card 16 - Turn 16 Darago
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 Qualzar
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Deck Card 18 - Turn 18 Skizza
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.
Blessings Deck Card 19 - Turn 19 Estra
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.
Blessings Deck Card 20 - Turn 20 Cogsnap
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 21 - Turn 21 Lini
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check.
Recharge this card 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 Darago
Blessing B
Traits: Divine Basic
To Acquire: Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessings Deck Card 23 - Turn 23 Qualzar
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.
Blessings Deck Card 24 - Turn 24 Skizza
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.
Siege Deck
M: 14 Ba: 13 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 14
Caravan Raider
Monster B
Traits: Human Veteran
To Defeat: Stealth 7 OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
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.
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.
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.
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.
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.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
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.
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.
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.
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.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Cultist of Areshkagal
Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
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.
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.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
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.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Caravan Raider
Monster B
Traits: Human Veteran
To Defeat: Stealth 7 OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
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.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
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.
Shira
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Location #1: Garden of Ossumentals
At This Location (Open): Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini/Bigguyinblack, Cogsnap/VampByDay, Estra/Yewstance, Create Mindscape displayed
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.
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.
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.
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.
Location #2: Precious Mine
At This Location (Open): The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Skizza/agent_eclipse
Spell 5
Traits: Magic Arcane Divine Attack Cold
To Acquire: Intelligence Arcane Wisdom Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Item 1
Traits: Liquid Cold Poison Alchemical
To Acquire: Intelligence Craft Knowledge 7
Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Item 2
Traits: Accessory Magic
To Acquire: Intelligence Disable Arcane Wisdom Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
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.
Item B
Traits: Object Magic Maat
To Acquire: Constitution Knowledge Divine 5
Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Location #3: Sepulcher of the Servant
At This Location (Open): Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Darago/AAUGHWHY
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.
Spell 5
Traits: Magic Arcane Attack Acid
To Acquire: Intelligence Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
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.
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.
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.
Location #4: Vizier's Hill
At This Location (Open): If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Qualzar/EmpTyger
Weapon 1
Traits: Polearm Melee Slashing 2-Handed Magic
To Acquire: Strength Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Weapon 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.
Spell 3
Traits: Magic Divine Acid
To Acquire: Wisdom Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 13 check to recharge it instead.
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.
Location #5: Mumia Lab
At This Location (Open): At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Spell 5
Traits: Magic Divine Attack Electricity
To Acquire: Wisdom Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.
Ally 1
Traits: Halfling Barbarian Hireling
To Acquire: Survival Charisma Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.
Item 5
Traits: Liquid Attack Electricity Ranged Alchemical
To Acquire: Intelligence Craft 11
For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.
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.
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.
Location #6: Alchemical Laboratory
At This Location (Open): If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Spell 5
Traits: Magic Arcane Attack Acid
To Acquire: Intelligence Arcane 12
For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
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.
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.
Spell 1
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 7
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Item 3
Traits: Staff Magic Arcane
To Acquire: Intelligence Arcane 10
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
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.
Location #7: 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: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
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.
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.
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.
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.

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Explore Siege Deck Card 1: Caravan Raider.
Reveal Double-Barreled Musket.
Combat 14: 1d10 + 3 + 2 + 2d4 ⇒ (6) + 3 + 2 + (2, 1) = 14 Defeated.
Reload: 1d12 ⇒ 1 Double-Barreled Musket Top-decked.
With no more weapons going to end turn.
Hand: Swiftshooter, Blessing of Alkenstar 1, Blessing of Milani, Weaponrack Backpack, Tetisurah, Double-barreled Musket,
Displayed: Dragonbreath Shot,
Deck: 12 Discard: 1 Buried: 0
Notes: Free to use: Weapons and Blessings and Allies.
Sideboard cards:

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Estra starts her turn.
Blessing of Bastet discarded from the Blessings Deck.
Estra chooses not to move, and examines the top card of the Siege deck with her power.
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.
Estra takes 1 Poison damage, but displays Elemental Treaty at the Garden of Ossumentals to reduce the damage taken to 0, then encounters Scarab Swarm.
Estra sets aside Swipe for combat; The difficulty of the combat check is decreased by 3.
Divine/Combat 16-3 (Binder's Tome, Create Mindscape): 1d10 + 4 + 1d8 + 1d4 + 1d4 ⇒ (8) + 4 + (8) + (4) + (2) = 26 -> Scarab Swarm defeated. Estra draws a card (Channel the Gift) for passing a combat check.
Swipe Recharge: Divine 10 (Neferekhu, Create Mindscape): 3d10 + 4 + 1d4 ⇒ (10, 3, 6) + 4 + (1) = 24 -> Swipe recharged. Estra autopasses the check against Neferekhu, and draws a card (Hypercognition) for passing a Charisma check.
Estra displays Hypercognition next to her character card, adding 1 die to any Intelligence, Charisma or Wisdom check she makes during this turn.
Estra sets aside Channel the Gift to search and draw Swipe from her deck. Deck shuffled.
Channel the Gift: Divine 14 (Neferekhu, Create Mindscape, Hypercognition): 4d10 + 4 + 1d4 ⇒ (2, 8, 9, 4) + 4 + (4) = 31 -> Channel the Gift recharged. Estra autopasses the check against Neferekhu, and draws a card (Sign of the Newlyweds) for passing a Charisma check.
Estra summons the elements to protect them from the unusual magics of the divs - and the scarabs and creatures they summon to attack the party. She gathers her strength, telekinetically Swiping their minions from the air as she tries to channel more power to protect herself and her allies.
Estra takes her free exploration.
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.
Estra automatically fails the check to defeat Baited Jewel box, and it's shuffled back into the Siege deck.
I think my turn will go for a while, so I'm going to PAUSE my turn here so I can put out a quick update with a shuffled siege deck to make my posting a bit easier.
Hand: Neferekhu, Binder's Tome, Commander Abdallah, Codex of Conversations, Spear of the Watchful Guardian, Ghost Rider, Valet, Swipe, Falcon Crown, Sign of the Newlyweds,
Displayed: Create Mindscape, Elemental Treaty, Hypercognition,
Deck: 7 Discard: 1 Buried: 0
Notes: Turn on hold.

BR Yewstance |

No script was used for this mid-turn update.
===============================
During This Adventure:
During This Scenario:
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
=
Additional Rules: =
HENCHMEN:
Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Henchman 4
Type: Monster
Traits: Trigger Maftet Cultist Ranger
To Defeat: Combat 19
When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage. If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage. If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 4
Type: Monster
Traits: Human Cultist
To Defeat: Combat 22
Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist. If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck. If defeated, you may immediately attempt to close the location this henchman came from.
Turn: 7, Estra/Yewstance
Monsters
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.
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13 The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
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.
Barriers
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 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 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.
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9 The dif?culty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Weapons
Weapon 1
Traits:
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.
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 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 4
Traits:
Sword
Melee
Slashing
Magic
Finesse 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+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Recharge this card to move to another location. You may not use this power during an encounter.
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Spells
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 5
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 13 Discard this card to examine any location deck. If you find a villain; it excapes as if undefeated.
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 15 check to recharge this card instead of discarding it.
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning To Acquire:
Intelligence
Arcane
Wisdom
Divine 13 For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
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 15 check to recharge this card instead of discarding it.
Spell 2
Traits:
Magic
Arcane
Attack
Poison To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.
Spell 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.
Armors
Armor 2
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8 Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
Armor 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.
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 9 Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, recharge this card to draw an ally from your discard pile.
Items
Item 3
Traits:
Accessory
Alchemical
Acid To Acquire:
Dexterity
Intelligence
Craft 8 Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.
Item 2
Traits:
Accessory
Magic
Mummy To Acquire:
Wisdom
Divine 7 Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
Item 5
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.
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.
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.
Allies
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.
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8 Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Ally 5
Traits:
Animal
Phoenix
Fire To Acquire:
Charisma
Diplomacy 8
THEN Charisma
Diplomacy 12 Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.
Ally C
Traits:
Elemental
Electricity
Veteran To Acquire:
Charisma
Survival
Arcane 9 Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.
Ally 2
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Blessings
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessings Remaining: 23
Blessings Deck
Blessing of the Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing 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.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of 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.
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.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Ra
Blessing C
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of 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.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of 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.
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.
Siege Deck
M: 12 Ba: 13 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 14
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.
Shira
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 19
OR Divine 15 If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits:
Human
Cultist
To Defeat:
Combat 22 Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 20 When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
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.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 20 When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
Cultist of Areshkagal
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19 When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 20 When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits:
Human
Cultist
To Defeat:
Combat 22 Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
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.
Shira
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 19
OR Divine 15 If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Shira
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 19
OR Divine 15 If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Usij Cultist
Henchman 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 20 When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
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.
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.
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.
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.
Shira
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 19
OR Divine 15 If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
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.
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.
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.
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.
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.
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.
Shira
Henchman 5
Type: Monster
Traits:
Outsider
To Defeat:
Combat 19
OR Divine 15 If another character at your location has more cards in his hand than you do, that character encounters the Shira instead.
The Shira is immune to the Fire and Poison traits.
Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card.
If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die.
After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
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.
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.
Usij Cultist
Henchman 5
Type: Monster
Traits:
Cultist
Human
To Defeat:
Combat 20 When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards.
If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
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.
Disciple of the Forgotten Pharaoh
Henchman 4
Type: Monster
Traits:
Human
Cultist
To Defeat:
Combat 22 Before you act, a character at your location summons and encounters the henchman Forgotten Pharaoh Cultist.
If undefeated, each character at your location suffers a scourge. Then discard a card from the blessings deck.
If defeated, you may immediately attempt to close the location this henchman came from.
Location #1: Garden of Ossumentals
At This Location: Add 1 die to checks that have the Bludgeoning trait. Subtract 1 die from checks that have the Fire trait.
When Closing: Succeed at a Wisdom or Divine 9 check.
When Permanently Closed: On closing, you are dealt 1 Cold damage.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lini/Bigguyinblack, Cogsnap/VampByDay, Estra/Yewstance, Create Mindscape displayed
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.
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.
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.
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.
Location #2: Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Skizza/agent_eclipse, None
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Wisdom
Divine 12 For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7 Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Disable
Arcane
Wisdom
Divine 7 Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
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.
Item B
Traits:
Object
Magic
Maat To Acquire:
Constitution
Knowledge
Divine 5 Recharge this card to add 1 die to your Constitution non-combat check.
After you roll the dice on your check, recharge this card to add or subtract 1 from the result.
Location #3: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Darago/AAUGHWHY, None
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.
Spell 5
Traits:
Magic
Arcane
Attack
Acid To Acquire:
Intelligence
Arcane 12 For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
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.
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.
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.
Location #4: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Qualzar/EmpTyger, None
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic To Acquire:
Strength
Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.
Weapon 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.
Spell 3
Traits:
Magic
Divine
Acid To Acquire:
Wisdom
Divine 11 Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may succeed at a Divine 13 check to recharge it instead.
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.
Location #5: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
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.
Spell 5
Traits:
Magic
Divine
Attack
Electricity To Acquire:
Wisdom
Divine 12 For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.
Ally 1
Traits:
Halfling
Barbarian
Hireling To Acquire:
Survival
Charisma
Diplomacy 9 If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.
Item 5
Traits:
Liquid
Attack
Electricity
Ranged
Alchemical To Acquire:
Intelligence
Craft 11 For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.
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.
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.
Location #6: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: None
Spell 5
Traits:
Magic
Arcane
Attack
Acid To Acquire:
Intelligence
Arcane 12 For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.
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.
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.
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7 Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.
Item 3
Traits:
Staff
Magic
Arcane To Acquire:
Intelligence
Arcane 10 Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.
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.
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: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
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.
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.
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.
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.