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

Game Master Yewstance

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

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

Curse of Poisoning

Spoiler:
Curse of Poisoning
Scourge B
Traits
Curse
Poison

Check
None

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

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

TRADERS & TRADER RULES:
Sunburst Market basic boons
Available Traders

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

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


1,251 to 1,300 of 1,608 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>

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

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

Darago wrote:

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:

Skills and Powers:
SKILLS

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

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


Lini's deck Searching for: Spell 4, Ally 5, Spell 6, Blessing 6

Recharge Pyrotechnic Blast from the move.

Lini wrote:

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:

Skills and Powers:
SKILLS

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

Role: Wild Warden
Favored Card: Ally
Hand Size 6
Proficient with: Weapons
Powers:
<Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
<Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) to your check.
<Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
<Power 4>
<Power 5>

The Exchange

Deck Handler

Scourge: 1d8 + 1 ⇒ (7) + 1 = 8 From my earlier turn.


Male Gnome Sorcerer/Impeller Deck Handler

(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

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

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

Qualzar wrote:

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)

Skills and Powers:

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

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


During This Adventure:

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

    During This Scenario:

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

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

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

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

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

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

    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    =
    Turn: 25, Skizza/agent_eclipse

    Random Monsters:

    Monster 1
    Spoiler:
    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.

    Monster 2

    Spoiler:
    Elder Ice Elemental
    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

    Spoiler:
    Living Sandstorms
    Monster 5
    Traits: Trigger Elemental Outsider
    To Defeat: Combat 18
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.

    Monster 4

    Spoiler:
    Mummy Golem
    Monster 4
    Traits: Construct Golem Mummy
    To Defeat: Combat 18
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    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.

    Barrier 2

    Spoiler:
    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.

    Barrier 3

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

    Barrier 4

    Spoiler:
    Symbol of Fear
    Barrier 3
    Traits: Trigger Trap Magic Curse
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Barrier 5

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

    Random Weapons:

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

    Weapon 2

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

    Weapon 3

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

    Weapon 4

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

    Weapon 5

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

    Random Spells:

    Spell 1
    Spoiler:
    Icy Prison
    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

    Spoiler:
    Elemental Skin
    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

    Spoiler:
    Flames of the Faithful
    Spell 1
    Traits: Magic Divine Fire Veteran
    To Acquire: Wisdom Divine 5
    Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

    Spell 4

    Spoiler:
    Elemental Mastery
    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

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

    Random Armor:

    Armor 1
    Spoiler:
    Catching Cape
    Armor B
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Constitution Fortitude 3 OR Craft Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2

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

    Armor 3

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

    Armor 4

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

    Armor 5

    Spoiler:
    Bone Lamellar
    Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 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.

    Random Items:

    Item 1
    Spoiler:
    Knot of Isis
    Item 3
    Traits: Trigger Object Magic
    To Acquire: Intelligence Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

    Item 2

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

    Item 3

    Spoiler:
    Ring of the Grasping Grave
    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

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

    Item 5

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

    Random Allies:

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

    Ally 2

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

    Ally 3

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

    Ally 4

    Spoiler:
    Pyromaniac Mage
    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

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

    Random Blessings:

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

    Blessing 2

    Spoiler:
    Blessing of 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 3

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

    Blessing 4

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

    Blessing 5

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 10

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Estra

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

    Blessings Deck Card 2 - Turn 2 Cogsnap

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

    Blessings Deck Card 3 - Turn 3 Lini

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

    Blessings Deck Card 4 - Turn 4 Darago

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

    Blessings Deck Card 5 - Turn 5 Qualzar

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

    Blessings Deck Card 6 - Turn 6 Skizza

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

    Blessings Deck Card 7 - Turn 7 Estra

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

    Blessings Deck Card 8 - Turn 8 Cogsnap

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

    Blessings Deck Card 9 - Turn 9 Lini

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

    Blessings Deck Card 10 - Turn 10 Darago

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

    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)

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

    Location #8: Windswept Chasm
    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:

  • Silver Crusade

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

    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.

    Estra wrote:

    Hand:

    Displayed: Create Mindscape (Earthworks),
    Deck: 17 Discard: 2 Buried: 1
    Notes:

    The Exchange

    Deck Handler

    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.

    Skizza wrote:

    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.

    Skizza wrote:

    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.

    Skizza wrote:

    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.

    Skizza wrote:

    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:

    Silver Crusade

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

    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.

    Estra wrote:

    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.

    Random Human Ally: Khelru:

    Ally 1
    Traits: Human Cleric
    To Acquire: Knowledge Divine Charisma Diplomacy 9
    If you fail to acquire this card, discard the top card of the blessings deck.
    Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location deck, then you may then explore your location.
    Estra does not have the Arcane skill; Charm Person banished.

    Estra wrote:

    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.

    Skills and Powers:
    SKILLS

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

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

    PLAYER REWARDS:

    Spoiler:

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

    Die Bumps remaining: 2

    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.


    No script was used.

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

    During This Adventure:

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

    During This Scenario:

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

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

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

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

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

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

    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    =
    Turn: 27, Cogsnap/VampByDay

    Random Cards:

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

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

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

    Spoiler:
    Earth Ossumental
    Monster 5
    Traits:
    Trigger
    Undead
    To Defeat:
    Combat 19 When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.

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

    Barriers
    Spoiler:
    Holy Word Trap
    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.

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

    Spoiler:
    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.

    Spoiler:
    Symbol of Fear
    Barrier 3
    Traits:
    Trigger
    Trap
    Magic
    Curse
    To Defeat:
    None When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Spoiler:
    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.

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

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

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

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

    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic To Acquire:
    Dexterity
    Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

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

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

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

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

    Spoiler:
    Clawhand Shield
    Armor 3
    Traits:
    Shield
    Offhand To Acquire:
    Constitution
    Fortitude 6
    OR Melee 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

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

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

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

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

    Spoiler:
    Twitch Tonic
    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.

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

    Spoiler:
    Sunrod
    Item 4
    Traits:
    Staff
    Attack
    Alchemical To Acquire:
    Strength
    Melee 10
    OR Intelligence
    Craft 12 For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.

    Spoiler:
    Mummified Cat
    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
    Spoiler:
    Stained Glass Elemental
    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.

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

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

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

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

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

    Spoiler:
    Blessing of the 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.

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 8

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 3 /
    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
    Spoiler:
    Blessings Deck Card 4 /
    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
    Spoiler:
    Blessings Deck Card 5 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of the Elements
    Blessing C
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of the 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)

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

    Earthworks Card 2:
    Mummified Sphinx
    Monster 3
    Traits:
    Undead
    Sphinx
    Mummy
    To Defeat:
    Combat 17 The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.

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

    Earthworks Card 4:
    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.


    Earthworks Card 5:
    Shield Cloak
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic To Acquire:
    Intelligence
    Knowledge 8 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Earthworks Card 6:
    Plasma Ooze
    Monster 5
    Traits:
    Ooze
    Electricity
    Fire
    To Defeat:
    Combat 20 The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
    Before you act, succeed at a Strength 13 check or discard a weapon.

    Earthworks Card 7:
    Black Kiss
    Ally 1
    Traits:
    Half-Elf
    Alchemist
    Hireling
    Aspis To Acquire:
    Intelligence
    Craft
    Charisma
    Diplomacy 10 If you fail to acquire this card, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
    Discard this card to explore your location.

    Earthworks Card 8:
    Chest of Keeping
    Item 5
    Traits:
    Object
    Magic To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9 Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.
    Location #8: Windswept Chasm
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


  • Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    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.

    <Cogsnap> wrote:

    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:

    Skills and Powers:
    SKILLS

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

    Hand Size: 6 [X]7 []8

    Proficient: Light Armor, Weapons

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


    Lini's deck Searching for: Spell 4, Ally 5, Spell 6, Blessing 6

    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.

    Lini wrote:

    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:

    Skills and Powers:
    SKILLS

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

    Role: Wild Warden
    Favored Card: Ally
    Hand Size 6
    Proficient with: Weapons
    Powers:
    <Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
    <Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) to your check.
    <Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
    <Power 4>
    <Power 5>

    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.

    The Exchange

    Deck Handler

    Shock Musket +1 Recharged by Sandstorm.

    Skizza wrote:

    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:


    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.


    During This Adventure:

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

    During This Scenario:

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

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

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

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

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

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

    Henchman B
    Type: Monster
    Traits: Trigger Outsider Curse Electricity Veteran
    To Defeat: Combat 11 OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck. The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    =
    Turn: 29, Darago/AAUGHWHY

    Random Monsters:

    Monster 1
    Spoiler:
    Living Sandstorms
    Monster 5
    Traits: Trigger Elemental Outsider
    To Defeat: Combat 18
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.

    Monster 2

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

    Monster 3

    Spoiler:
    Hanshepsu
    Monster 5
    Traits: Construct
    To Defeat: Combat 20
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.

    Monster 4

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

    Monster 5

    Spoiler:
    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.

    Random Barriers:

    Barrier 1
    Spoiler:
    Insanity Mist
    Barrier 3
    Traits: Trigger Trap Magic
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Barrier 2

    Spoiler:
    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.

    Barrier 3

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

    Barrier 4

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

    Barrier 5

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

    Random Weapons:

    Weapon 1
    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5
    Traits: Bow Ranged Piercing 2-Handed Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Weapon 2

    Spoiler:
    Iceblade Spelldagger
    Weapon 5
    Traits: Knife Ranged Piercing Cold Magic
    To Acquire: Dexterity Ranged 12 OR Arcane Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.

    Weapon 3

    Spoiler:
    Dagger of Doubling
    Weapon 3
    Traits: Knife Ranged Piercing Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 4

    Spoiler:
    Icy Longspear +1
    Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Weapon 5

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

    Random Spells:

    Spell 1
    Spoiler:
    Spite Cloud
    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

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

    Spell 3

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

    Spell 4

    Spoiler:
    Spite Cloud
    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

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

    Random Armor:

    Armor 1
    Spoiler:
    Clawhand Shield
    Armor 3
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude 6 OR Melee 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Armor 2

    Spoiler:
    Aegis of Recovery
    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

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

    Armor 4

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

    Armor 5

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

    Random Items:

    Item 1
    Spoiler:
    Spellbottle
    Item 3
    Traits: Object Magic Arcane Divine
    To Acquire: Arcane Divine 10
    Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.

    Item 2

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

    Item 3

    Spoiler:
    Knot of Isis
    Item 3
    Traits: Trigger Object Magic
    To Acquire: Intelligence Arcane 11
    When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

    Item 4

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

    Item 5

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

    Random Allies:

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

    Ally 2

    Spoiler:
    Reed Moccasin
    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

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

    Ally 4

    Spoiler:
    Pyromaniac Mage
    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

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

    Random Blessings:

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

    Blessing 2

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

    Blessing 3

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

    Blessing 4

    Spoiler:
    Blessing of 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 5

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 5

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Qualzar

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

    Blessings Deck Card 2 - Turn 2 Skizza

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

    Blessings Deck Card 3 - Turn 3 Estra

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

    Blessings Deck Card 4 - Turn 4 Cognsap

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

    Blessings Deck Card 5 - Turn 5 Lini

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

    Location #1: Elemental Trenches
    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)

    Earthworks Card 1 (Mummified Sphinx):
    Mummified Sphinx
    Monster 3
    Traits: Undead Sphinx Mummy
    To Defeat: Combat 17
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.
    Earthworks Card 2:
    Sebti the Crocodile
    Ally 1
    Traits: Trigger Human Cleric
    To Acquire:
    CharismaDiplomacyDivine 9
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
    Recharge this card to examine the top 2 cards of a location.
    Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
    Earthworks Card 3:
    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.

    Earthworks Card 4:
    Shield Cloak
    Armor 1
    Traits: Clothing Light Armor Offhand Magic
    To Acquire: Intelligence Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
    Earthworks Card 5:
    Plasma Ooze
    Monster 5
    Traits: Ooze Electricity Fire
    To Defeat: Combat 20
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Earthworks Card 6:
    Black Kiss
    Ally 1
    Traits: Half-Elf Alchemist Hireling Aspis
    To Acquire: Intelligence Craft Charisma Diplomacy 10
    If you fail to acquire this card, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
    Discard this card to explore your location.
    Earthworks Card 7:
    Chest of Keeping
    Item 5
    Traits: Object Magic
    To Acquire: Intelligence Craft Knowledge Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.

    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,

  • Silver Crusade

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

    From moving twice, Estra recharges Khelru and Swipe.

    Estra wrote:

    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."

    The Exchange

    Deck Handler

    Recharge Navigator Musket +1


    Lini's deck Searching for: Spell 4, Ally 5, Spell 6, Blessing 6

    Lini recharges Magnetic Grimoire.

    Lini wrote:

    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:

    Skills and Powers:
    SKILLS

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

    Role: Wild Warden
    Favored Card: Ally
    Hand Size 6
    Proficient with: Weapons
    Powers:
    <Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
    <Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) to your check.
    <Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
    <Power 4>
    <Power 5>


    Male Gnome Sorcerer/Impeller Deck Handler

    (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.

    Qualzar wrote:

    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)

    Skills and Powers:

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

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


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

    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:

    Darago wrote:

    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

    Darago wrote:

    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:

    Darago wrote:

    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:

    Darago wrote:

    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

    Darago wrote:

    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:

    Skills and Powers:
    SKILLS

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

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

    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.


    Male Gnome Sorcerer/Impeller Deck Handler

    (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

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

    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

    Qualzar wrote:

    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:

    Skills and Powers:

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

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

    The Exchange

    Deck Handler

    Move to Howling Sands recharging Cannon Master.

    I think Estra still has BoQZ.
    Dexterity 8: 1d10 + 3 + 1d10 ⇒ (7) + 3 + (8) = 18


    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)


    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:

  • For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Khai-Utef. At the end of each scenario, return the loot to the game box.
    Khai-Utef:

    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.

    As usual, Khai-Utef has been added to the Loot Tracking sheet.

    TIER REWARD: (Let me know if Skizza or Qualzar didn't want to Tier-Up last scenario, which I've assumed they did.)

  • Cogsnap: Tier 4.4. Card Feat, and may Tier-Up.
  • Skizza, Qualzar, Darago, Lini, Estra: Tier 5.1. Skill Feat.

    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.

    PERSONALIZED DEVELOPMENT:
    It practically defies human- [SANDSTORM. PAUSE THE GAME AND EVERYONE MOVES.]
    ...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.]


  • 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 building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Shuffle into the siege deck a number of Shira henchmen equal to the number of characters and an equal number of Usij Cultist henchmen. Display the support card Defensive Stance next to the scenario.
    Defensive Stance:
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

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

  • When you would shuffle a bane into a location deck, shuffle it into the siege deck instead.

  • To win the scenario, a location must be open while the siege deck is empty.

    HENCHMEN:

    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.
    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.
    Disciple of the Forgotten Pharaoh (Multiple):

    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.


  • (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:

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

    During This Scenario:

  • When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Shuffle into the siege deck a number of Shira henchmen equal to the number of characters and an equal number of Usij Cultist henchmen. Display the support card Defensive Stance next to the scenario.
    Defensive Stance:
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

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

  • When you would shuffle a bane into a location deck, shuffle it into the siege deck instead.

  • To win the scenario, a location must be open while the siege deck is empty.
    =
    Additional Rules: =
    HENCHMEN:
    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.
    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.
    Disciple of the Forgotten Pharaoh (Multiple):

    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


  • As usual, after Deck Upgrades - choose Traders. Once Traders are set out, people can make their Trades, starting location and Loot choices and we can begin.


    TRADERS

    HADDEN HOPPERT (Qualzar, Darago, Lini)

    Eruption:

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

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

    Spell 4
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 12
    Discard this card to allow a character at your location to search their deck for a spell and draw it. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
    Named Bullet:

    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)

    Sunrod:

    Item 4
    Traits: Staff Attack Alchemical
    To Acquire: Strength Melee 10 OR Intelligence Craft 12
    For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.
    Wyvern Poison:

    Item 5
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.
    Bottled Lightning:

    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.)

    Silver Crusade

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

    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.

    Estra wrote:

    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/Int

    A lot of support if we end up sticking together!

    Skills and Powers:
    SKILLS

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

    Spoiler:

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

    Die Bumps remaining: 2


    Lini's deck Searching for: Spell 4, Ally 5, Spell 6, Blessing 6

    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.

    Lini wrote:

    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:

    Skills and Powers:
    SKILLS

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

    Role: Wild Warden
    Favored Card: Ally
    Hand Size 6
    Proficient with: Weapons
    Powers:
    <Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
    <Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) to your check.
    <Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
    <Power 4>
    <Power 5>

    At the beginning of the first turn Lini will display Mastiff to draw 2 cards.

    Lini wrote:

    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:

    Skills and Powers:
    SKILLS

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

    Role: Wild Warden
    Favored Card: Ally
    Hand Size 6
    Proficient with: Weapons
    Powers:
    <Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
    <Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) to your check.
    <Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
    <Power 4>
    <Power 5>

    The Exchange

    Deck Handler

    No Trades.

    Starting Location:Precious Mine.

    Skizza wrote:

    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.

    Skizza wrote:

    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:


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

    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.

    Darago wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    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.


    Male Gnome Sorcerer/Impeller Deck Handler

    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."

    Qualzar wrote:

    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)

    Skills and Powers:

    Skills:
    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


    I've placed Cogsnap at the Garden for the time being.

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

    During This Adventure:

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

    During This Scenario:

  • When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Shuffle into the siege deck a number of Shira henchmen equal to the number of characters and an equal number of Usij Cultist henchmen. Display the support card Defensive Stance next to the scenario.
    Defensive Stance:
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

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

  • When you would shuffle a bane into a location deck, shuffle it into the siege deck instead.

  • To win the scenario, a location must be open while the siege deck is empty.
    =
    Additional Rules: =
    HENCHMEN:
    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.
    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.
    Disciple of the Forgotten Pharaoh (Multiple):

    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

    Random Monsters:

    Monster 1
    Spoiler:
    Quicksand Bunyip
    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

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

    Monster 3

    Spoiler:
    Royal Naga
    Monster 4
    Traits: Aberration
    To Defeat: Combat 16 THEN Combat 16
    You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.

    Monster 4

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

    Monster 5

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

    Random Barriers:

    Barrier 1
    Spoiler:
    The Evil Eye
    Barrier B
    Traits: Trigger Curse Arcane Veteran
    To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
    When you examine this card, suffer a scourge then banish this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge then banish this card.

    Barrier 2

    Spoiler:
    Lightning Storm
    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

    Spoiler:
    Rolling Sphere
    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

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

    Barrier 5

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

    Random Weapons:

    Weapon 1
    Spoiler:
    Icy Longspear +1
    Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Weapon 2

    Spoiler:
    Axe of the Imperative
    Weapon 5
    Traits: Axe Melee Slashing Magic
    To Acquire: Strength Melee Perception 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

    Weapon 3

    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5
    Traits: Bow Ranged Piercing 2-Handed Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Weapon 4

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

    Weapon 5

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

    Random Spells:

    Spell 1
    Spoiler:
    Augury
    Spell B
    Traits: Magic Arcane Divine
    To Acquire: Intelligence Arcane Wisdom Divine 6
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 2

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

    Spell 3

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

    Spell 4

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

    Spell 5

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

    Random Armor:

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

    Armor 2

    Spoiler:
    Canopic Wrap
    Armor 2
    Traits: Clothing Light Armor Magic
    To Acquire: Constitution Fortitude Knowledge Wisdom 8
    Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3

    Spoiler:
    Aegis of Recovery
    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

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

    Armor 5

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

    Random Items:

    Item 1
    Spoiler:
    Wyvern Poison
    Item 5
    Traits: Liquid Poison
    To Acquire: Intelligence Craft 11
    When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

    Item 2

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

    Item 3

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

    Item 4

    Spoiler:
    Wand of Scorching Ray
    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

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

    Random Allies:

    Ally 1
    Spoiler:
    Basif Iosep
    Ally 2
    Traits: Half-Elf Shopkeeper Aspis
    To Acquire: Charisma Diplomacy 6
    At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
    Discard this card to explore your location.

    Ally 2

    Spoiler:
    Qasin
    Ally 2
    Traits: Outsider Psychopomp
    To Acquire: Charisma Diplomacy Divine 10
    Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
    Recharge this card to evade a bane.

    Ally 3

    Spoiler:
    Commander Abdallah
    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

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

    Ally 5

    Spoiler:
    Clockwork Menial
    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.

    Random Blessings:

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

    Blessing 2

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

    Blessing 3

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

    Blessing 4

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

    Blessing 5

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Cogsnap

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

    Blessings Deck Card 2 - Turn 2 Lini

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

    Blessings Deck Card 3 - Turn 3 Darago

    Spoiler:
    Blessing of 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.

    Blessings Deck Card 4 - Turn 4 Qualzar

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

    Blessings Deck Card 5 - Turn 5 Skizza

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

    Blessings Deck Card 6 - Turn 6 Estra

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

    Blessings Deck Card 7 - Turn 7 Cogsnap

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

    Blessings Deck Card 8 - Turn 8 Lini

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

    Blessings Deck Card 9 - Turn 9 Darago

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

    Blessings Deck Card 10 - Turn 10 Qualzar

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

    Blessings Deck Card 11 - Turn 11 Skizza

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

    Blessings Deck Card 12 - Turn 12 Estra

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

    Blessings Deck Card 13 - Turn 13 Cogsnap

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

    Blessings Deck Card 14 - Turn 14 Lini

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

    Blessings Deck Card 15 - Turn 15 Darago

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

    Blessings Deck Card 16 - Turn 16 Qualzar

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

    Blessings Deck Card 17 - Turn 17 Skizza

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

    Blessings Deck Card 18 - Turn 18 Estra

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

    Blessings Deck Card 19 - Turn 19 Cogsnap

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

    Blessings Deck Card 20 - Turn 20 Lini

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

    Blessings Deck Card 21 - Turn 21 Darago

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

    Blessings Deck Card 22 - Turn 22 Qualzar

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

    Blessings Deck Card 23 - Turn 23 Skizza

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

    Blessings Deck Card 24 - Turn 24 Estra

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

    Blessings Deck Card 25 - Turn 25 Cogsnap

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

    Blessings Deck Card 26 - Turn 26 Lini

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

    Blessings Deck Card 27 - Turn 27 Darago

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

    Blessings Deck Card 28 - Turn 28 Qualzar

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

    Blessings Deck Card 29 - Turn 29 Skizza

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

    Siege Deck
    M: 17 Ba: 12 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 19

    Siege Deck Card 1:

    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.
    Siege Deck Card 2:

    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.
    Siege Deck Card 3:

    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.
    Siege Deck Card 4:

    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.
    Siege Deck Card 5:

    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.
    Siege Deck Card 6:

    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.
    Siege Deck Card 7:

    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Siege Deck Card 8:

    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.
    Siege Deck Card 9:

    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.
    Siege Deck Card 10:

    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.
    Siege Deck Card 11:

    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.
    Siege Deck Card 12:

    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.
    Siege Deck Card 13:

    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.
    Siege Deck Card 14:

    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.
    Siege Deck Card 15:

    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.
    Siege Deck Card 16:

    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.
    Siege Deck Card 17:

    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.
    Siege Deck Card 18:

    Baited Jewel Box
    Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 19:

    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.
    Siege Deck Card 20:

    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.
    Siege Deck Card 21:

    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.

    Siege Deck Card 22:

    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.
    Siege Deck Card 23:

    Baited Jewel Box
    Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 24:

    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.
    Siege Deck Card 25:

    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.
    Siege Deck Card 26:

    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.
    Siege Deck Card 27:

    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.
    Siege Deck Card 28:

    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.
    Siege Deck Card 29:

    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.
    Siege Deck Card 30:

    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.
    Siege Deck Card 31:

    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.
    Siege Deck Card 32:

    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.
    Siege Deck Card 33:

    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.
    Siege Deck Card 34:

    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.
    Siege Deck Card 35:

    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.
    Siege Deck Card 36:

    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.
    Siege Deck Card 37:

    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.
    Siege Deck Card 38:

    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.
    Siege Deck Card 39:

    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.
    Siege Deck Card 40:

    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.
    Siege Deck Card 41:

    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.
    Siege Deck Card 42:

    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.
    Siege Deck Card 43:

    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.
    Siege Deck Card 44:

    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.
    Siege Deck Card 45:

    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.
    Siege Deck Card 46:

    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.
    Siege Deck Card 47:

    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.
    Siege Deck Card 48:

    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

    Garden of Ossumentals Card 1:
    Tooled Crocodile Skin
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Garden of Ossumentals Card 2:
    Thousand Stings Whip
    Weapon 4
    Traits: Whip Melee Piercing Poison Finesse Magic
    To Acquire: Strength Melee 11
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Garden of Ossumentals Card 3:
    Alchemist's Suit
    Armor 2
    Traits: Clothing Light Armor Alchemical
    To Acquire: Constitution Fortitude Intelligence Craft 7
    Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
    Garden of Ossumentals Card 4:
    Detonate
    Spell 3
    Traits: Magic Arcane Attack
    To Acquire: Intelligence Arcane 10
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    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

    Precious Mine Card 1:
    Icy Prison
    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.
    Precious Mine Card 2:
    Embalming Fluid
    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.

    Precious Mine Card 3:
    Glyphbane Gloves
    Item 2
    Traits: Accessory Magic
    To Acquire: Intelligence Disable Arcane Wisdom Divine 7
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
    Precious Mine Card 4:
    Galvanic Kopis +2
    Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Precious Mine Card 5:
    Feather of Maat
    Item B
    Traits: Object Magic Maat
    To Acquire: Constitution Knowledge Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    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

    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    Spite Cloud
    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.
    Sepulcher of the Servant Card 3:
    Blessing of Pharasma
    Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Sepulcher of the Servant Card 4:
    Quickdraw Shield
    Armor 5
    Traits: Shield Finesse Magic
    To Acquire: Constitution Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.
    Sepulcher of the Servant Card 5:
    Dagger of Doubling
    Weapon 3
    Traits: Knife Ranged Piercing Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    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

    Vizier's Hill Card 1:
    Shock Glaive +1
    Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not 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.
    Vizier's Hill Card 2:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Vizier's Hill Card 3:
    Caustic Fog
    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.
    Vizier's Hill Card 4:
    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.

    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

    Mumia Lab Card 1:
    Rod of the Devoured Dawn
    Weapon 5
    Traits: Staff Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.
    Mumia Lab Card 2:
    Jolting Portent
    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.
    Mumia Lab Card 3:
    Mad Dog Marrn
    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.
    Mumia Lab Card 4:
    Bottled Lightning
    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.
    Mumia Lab Card 5:
    Hide Armor of Fire Resistance
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Mumia Lab Card 6:
    Frost Staff
    Item C
    Traits: Staff Attack Magic Cold
    To Acquire: Arcane Divine 6
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

    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

    Alchemical Laboratory Card 1:
    Spite Cloud
    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.
    Alchemical Laboratory Card 2:
    Sand Elemental
    Ally 5
    Traits: Outsider Elemental
    To Acquire: Constitution Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.
    Alchemical Laboratory Card 3:
    Soul Stimulant
    Item 2
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 9
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.
    Alchemical Laboratory Card 4:
    Stone Skin
    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.
    Alchemical Laboratory Card 5:
    Staff of Revelations
    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.
    Alchemical Laboratory Card 6:
    Key of the Second Vault
    Item C
    Traits: Object Magic Abadar
    To Acquire: Disable Perception Arcane Divine 10
    Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    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

    Scorched Obelisk Card 1:
    Khelru
    Ally 1
    Traits: Human Cleric
    To Acquire: Knowledge Divine Charisma Diplomacy 9
    If you fail to acquire this card, discard the top card of the blessings deck.
    Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location deck, then you may then explore your location.
    Scorched Obelisk Card 2:
    Blessing of Pharasma
    Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Scorched Obelisk Card 3:
    Silken Ceremonial Armor
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma 11
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Scorched Obelisk Card 4:
    Shattertouch Shotel +2
    Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

  • Silver Crusade

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

    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.

    Random Human Ally: Commander Abdallah:

    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 does not have the Arcane skill; Charm Person banished.

    Estra chooses not to move, and examines the top card the Siege Deck with her power.

    Siege Deck Card 1: 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.

    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.

    Forgotten Pharaoh Cultist:
    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.

    Estra takes the Diplomacy check to defeat, reveals Binder's Tome to add 1d4 and displays Create Mindscape at the Garden of Ossumentals to add another 1d4.
    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.

    "

    Estra wrote:

    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/Int

    Any 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)

    Skills and Powers:
    SKILLS

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

    Spoiler:

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

    Die Bumps remaining: 2

    "


    During This Adventure:

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

    During This Scenario:

  • When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Shuffle into the siege deck a number of Shira henchmen equal to the number of characters and an equal number of Usij Cultist henchmen. Display the support card Defensive Stance next to the scenario.
    Defensive Stance:
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

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

  • When you would shuffle a bane into a location deck, shuffle it into the siege deck instead.

  • To win the scenario, a location must be open while the siege deck is empty.
    =
    Additional Rules: =
    HENCHMEN:
    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.
    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.
    Disciple of the Forgotten Pharaoh (Multiple):

    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

    Random Monsters:

    Monster 1
    Spoiler:
    Sun Falcon
    Monster 1
    Traits: Animal Fire
    To Defeat: Combat 11
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck.
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Monster 2

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

    Monster 3

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

    Monster 4

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

    Monster 5

    Spoiler:
    Living Sandstorms
    Monster 5
    Traits: Trigger Elemental Outsider
    To Defeat: Combat 18
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.

    Random Barriers:

    Barrier 1
    Spoiler:
    Tar Tomb
    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

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

    Barrier 3

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

    Barrier 4

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

    Barrier 5

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

    Random Weapons:

    Weapon 1
    Spoiler:
    Iceblade Spelldagger
    Weapon 5
    Traits: Knife Ranged Piercing Cold Magic
    To Acquire: Dexterity Ranged 12 OR Arcane Divine 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
    On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.

    Weapon 2

    Spoiler:
    Shocking Scimitar +2
    Weapon 3
    Traits: Sword Melee Slashing Finesse Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
    If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

    Weapon 3

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

    Weapon 4

    Spoiler:
    Disrupting Rapier +1
    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

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

    Random Spells:

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

    Spell 2

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

    Spell 3

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

    Spell 4

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

    Spell 5

    Spoiler:
    Elemental Skin
    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.

    Random Armor:

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

    Armor 2

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

    Armor 3

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

    Armor 4

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

    Armor 5

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

    Random Items:

    Item 1
    Spoiler:
    Pure Holy Water
    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

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

    Item 3

    Spoiler:
    Potion of Healing
    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

    Spoiler:
    Evocation Staff
    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

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

    Random Allies:

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

    Ally 2

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

    Ally 3

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

    Ally 4

    Spoiler:
    Reed Moccasin
    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

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

    Random Blessings:

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

    Blessing 2

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

    Blessing 3

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

    Blessing 4

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

    Blessing 5

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 28

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Lini

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

    Blessings Deck Card 2 - Turn 2 Darago

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

    Blessings Deck Card 3 - Turn 3 Qualzar

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

    Blessings Deck Card 4 - Turn 4 Skizza

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

    Blessings Deck Card 5 - Turn 5 Estra

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

    Blessings Deck Card 6 - Turn 6 Cogsnap

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

    Blessings Deck Card 7 - Turn 7 Lini

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

    Blessings Deck Card 8 - Turn 8 Darago

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

    Blessings Deck Card 9 - Turn 9 Qualzar

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

    Blessings Deck Card 10 - Turn 10 Skizza

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

    Blessings Deck Card 11 - Turn 11 Estra

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

    Blessings Deck Card 12 - Turn 12 Cogsnap

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

    Blessings Deck Card 13 - Turn 13 Lini

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

    Blessings Deck Card 14 - Turn 14 Darago

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

    Blessings Deck Card 15 - Turn 15 Qualzar

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

    Blessings Deck Card 16 - Turn 16 Skizza

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

    Blessings Deck Card 17 - Turn 17 Estra

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

    Blessings Deck Card 18 - Turn 18 Cogsnap

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

    Blessings Deck Card 19 - Turn 19 Lini

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

    Blessings Deck Card 20 - Turn 20 Darago

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

    Blessings Deck Card 21 - Turn 21 Qualzar

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

    Blessings Deck Card 22 - Turn 22 Skizza

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

    Blessings Deck Card 23 - Turn 23 Estra

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

    Blessings Deck Card 24 - Turn 24 Cogsnap

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

    Blessings Deck Card 25 - Turn 25 Lini

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

    Blessings Deck Card 26 - Turn 26 Darago

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

    Blessings Deck Card 27 - Turn 27 Qualzar

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

    Blessings Deck Card 28 - Turn 28 Skizza

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

    Siege Deck
    M: 17 Ba: 12 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 18

    Siege Deck Card 1:

    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.
    Siege Deck Card 2:

    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.
    Siege Deck Card 3:

    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.
    Siege Deck Card 4:

    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.
    Siege Deck Card 5:

    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.
    Siege Deck Card 6:

    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Siege Deck Card 7:

    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.
    Siege Deck Card 8:

    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.
    Siege Deck Card 9:

    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.
    Siege Deck Card 10:

    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.
    Siege Deck Card 11:

    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.
    Siege Deck Card 12:

    Caravan Raider
    Monster B
    Traits: Human Veteran
    To Defeat: Stealth 7 OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
    Siege Deck Card 13:

    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.
    Siege Deck Card 14:

    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.
    Siege Deck Card 15:

    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.
    Siege Deck Card 16:

    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.
    Siege Deck Card 17:

    Baited Jewel Box
    Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 18:

    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.
    Siege Deck Card 19:

    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.
    Siege Deck Card 20:

    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.

    Siege Deck Card 21:

    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.
    Siege Deck Card 22:

    Baited Jewel Box
    Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 23:

    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.
    Siege Deck Card 24:

    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.
    Siege Deck Card 25:

    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.
    Siege Deck Card 26:

    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.
    Siege Deck Card 27:

    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.
    Siege Deck Card 28:

    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.
    Siege Deck Card 29:

    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.
    Siege Deck Card 30:

    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.
    Siege Deck Card 31:

    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.
    Siege Deck Card 32:

    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.
    Siege Deck Card 33:

    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.
    Siege Deck Card 34:

    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.
    Siege Deck Card 35:

    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.
    Siege Deck Card 36:

    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.
    Siege Deck Card 37:

    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.
    Siege Deck Card 38:

    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.
    Siege Deck Card 39:

    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.
    Siege Deck Card 40:

    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.
    Siege Deck Card 41:

    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.
    Siege Deck Card 42:

    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.
    Siege Deck Card 43:

    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.
    Siege Deck Card 44:

    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.
    Siege Deck Card 45:

    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.
    Siege Deck Card 46:

    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.
    Siege Deck Card 47:

    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

    Garden of Ossumentals Card 1:
    Tooled Crocodile Skin
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Garden of Ossumentals Card 2:
    Thousand Stings Whip
    Weapon 4
    Traits: Whip Melee Piercing Poison Finesse Magic
    To Acquire: Strength Melee 11
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Garden of Ossumentals Card 3:
    Alchemist's Suit
    Armor 2
    Traits: Clothing Light Armor Alchemical
    To Acquire: Constitution Fortitude Intelligence Craft 7
    Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
    Garden of Ossumentals Card 4:
    Detonate
    Spell 3
    Traits: Magic Arcane Attack
    To Acquire: Intelligence Arcane 10
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    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

    Precious Mine Card 1:
    Icy Prison
    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.
    Precious Mine Card 2:
    Embalming Fluid
    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.

    Precious Mine Card 3:
    Glyphbane Gloves
    Item 2
    Traits: Accessory Magic
    To Acquire: Intelligence Disable Arcane Wisdom Divine 7
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
    Precious Mine Card 4:
    Galvanic Kopis +2
    Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Precious Mine Card 5:
    Feather of Maat
    Item B
    Traits: Object Magic Maat
    To Acquire: Constitution Knowledge Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    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

    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    Spite Cloud
    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.
    Sepulcher of the Servant Card 3:
    Blessing of Pharasma
    Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Sepulcher of the Servant Card 4:
    Quickdraw Shield
    Armor 5
    Traits: Shield Finesse Magic
    To Acquire: Constitution Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.
    Sepulcher of the Servant Card 5:
    Dagger of Doubling
    Weapon 3
    Traits: Knife Ranged Piercing Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    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

    Vizier's Hill Card 1:
    Shock Glaive +1
    Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not 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.
    Vizier's Hill Card 2:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Vizier's Hill Card 3:
    Caustic Fog
    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.
    Vizier's Hill Card 4:
    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.

    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

    Mumia Lab Card 1:
    Rod of the Devoured Dawn
    Weapon 5
    Traits: Staff Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.
    Mumia Lab Card 2:
    Jolting Portent
    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.
    Mumia Lab Card 3:
    Mad Dog Marrn
    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.
    Mumia Lab Card 4:
    Bottled Lightning
    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.
    Mumia Lab Card 5:
    Hide Armor of Fire Resistance
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Mumia Lab Card 6:
    Frost Staff
    Item C
    Traits: Staff Attack Magic Cold
    To Acquire: Arcane Divine 6
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

    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

    Alchemical Laboratory Card 1:
    Spite Cloud
    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.
    Alchemical Laboratory Card 2:
    Sand Elemental
    Ally 5
    Traits: Outsider Elemental
    To Acquire: Constitution Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.
    Alchemical Laboratory Card 3:
    Soul Stimulant
    Item 2
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 9
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.
    Alchemical Laboratory Card 4:
    Stone Skin
    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.
    Alchemical Laboratory Card 5:
    Staff of Revelations
    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.
    Alchemical Laboratory Card 6:
    Key of the Second Vault
    Item C
    Traits: Object Magic Abadar
    To Acquire: Disable Perception Arcane Divine 10
    Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    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

    Scorched Obelisk Card 1:
    Khelru
    Ally 1
    Traits: Human Cleric
    To Acquire: Knowledge Divine Charisma Diplomacy 9
    If you fail to acquire this card, discard the top card of the blessings deck.
    Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location deck, then you may then explore your location.
    Scorched Obelisk Card 2:
    Blessing of Pharasma
    Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Scorched Obelisk Card 3:
    Silken Ceremonial Armor
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma 11
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Scorched Obelisk Card 4:
    Shattertouch Shotel +2
    Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.


  • Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

    Starting hand:

    <Cogsnap> wrote:

    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:

    Skills and Powers:
    SKILLS

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

    Hand Size: 6 [X]7 []8

    Proficient: Light Armor, Weapons

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

    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.

    <Cogsnap> wrote:

    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:

    Skills and Powers:
    SKILLS

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

    Hand Size: 6 [X]7 []8

    Proficient: Light Armor, Weapons

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


    Lini's deck Searching for: Spell 4, Ally 5, Spell 6, Blessing 6

    Blessing of Pharasma in effect. Mastiff gets recharged.

    Not wanting to be lunch, Lini reacts.

    Siege Deck Card 2: 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.

    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.

    Siege Deck Card 3: 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.

    Lini only has 5 cards in hand so someone else is facing Shira. Pausing turn.

    Silver Crusade

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

    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!

    Estra wrote:

    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/Int

    Any 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.


    Lini's deck Searching for: Spell 4, Ally 5, Spell 6, Blessing 6

    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.

    Siege Deck Card 4: 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.

    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.


    Lini's deck Searching for: Spell 4, Ally 5, Spell 6, Blessing 6

    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.

    Lini wrote:

    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:

    Skills and Powers:
    SKILLS

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

    Role: Wild Warden
    Favored Card: Ally
    Hand Size 6
    Proficient with: Weapons
    Powers:
    <Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
    <Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) to your check.
    <Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
    <Power 4>
    <Power 5>

    Estra displays Hypercognition, May draw a card, Then discards Sign of the Newlyweds.


    Lini's deck Searching for: Spell 4, Ally 5, Spell 6, Blessing 6

    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.

    Lini wrote:

    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:

    Skills and Powers:
    SKILLS

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

    Role: Wild Warden
    Favored Card: Ally
    Hand Size 6
    Proficient with: Weapons
    Powers:
    <Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
    <Power 2> You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([ ] +4) to your check.
    <Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
    <Power 4>
    <Power 5>

    Silver Crusade

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

    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.

    Estra wrote:

    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)"


    During This Adventure:

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

    During This Scenario:

  • When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Shuffle into the siege deck a number of Shira henchmen equal to the number of characters and an equal number of Usij Cultist henchmen. Display the support card Defensive Stance next to the scenario.
    Defensive Stance:
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

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

  • When you would shuffle a bane into a location deck, shuffle it into the siege deck instead.

  • To win the scenario, a location must be open while the siege deck is empty.
    =
    Additional Rules: =
    HENCHMEN:
    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.
    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.
    Disciple of the Forgotten Pharaoh (Multiple):

    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

    Random Monsters:

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

    Monster 2

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

    Monster 3

    Spoiler:
    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.

    Monster 4

    Spoiler:
    Quicksand Bunyip
    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

    Spoiler:
    Mummy
    Monster 4
    Traits: Undead Mummy
    To Defeat: Combat 21
    The Mummy is immune to the Cold, Mental, and Poison traits.
    If your check to defeat the Mummy has the Fire trait, add 1d8.
    If undefeated, after you act, bury your discard pile.

    Random Barriers:

    Barrier 1
    Spoiler:
    Lightning Storm
    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

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

    Barrier 3

    Spoiler:
    Symbol of Fear
    Barrier 3
    Traits: Trigger Trap Magic Curse
    To Defeat: None
    When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
    Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

    Barrier 4

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

    Barrier 5

    Spoiler:
    Rolling Sphere
    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.


    Random Weapons:

    Weapon 1
    Spoiler:
    Striking Wing Scimitar
    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

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

    Weapon 3

    Spoiler:
    Disrupting Rapier +1
    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

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

    Weapon 5

    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5
    Traits: Bow Ranged Piercing 2-Handed Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Random Spells:

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

    Spell 2

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

    Spell 3

    Spoiler:
    Volcanic Storm
    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

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

    Spell 5

    Spoiler:
    Vision
    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.

    Random Armor:

    Armor 1
    Spoiler:
    Bone Lamellar
    Armor 1
    Traits: Light Armor
    To Acquire: Constitution Fortitude 6 OR Intelligence Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 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

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

    Armor 3

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

    Armor 4

    Spoiler:
    Advocate's Armor
    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

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

    Random Items:

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

    Item 2

    Spoiler:
    Potion of Healing
    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

    Spoiler:
    Chest of Keeping
    Item 5
    Traits: Object Magic
    To Acquire: Intelligence Craft Knowledge Wisdom 9
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.

    Item 4

    Spoiler:
    Twitch Tonic
    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

    Spoiler:
    Hand of the Guilty Man
    Item 2
    Traits: Accessory Magic Mummy
    To Acquire: Wisdom Divine 7
    Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Random Allies:

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

    Ally 2

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

    Ally 3

    Spoiler:
    Pakesket
    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

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

    Ally 5

    Spoiler:
    Stained Glass Elemental
    Ally B
    Traits: Elemental Electricity Veteran
    To Acquire: Charisma Survival Arcane 9
    Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
    Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

    Random Blessings:

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

    Blessing 2

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

    Blessing 3

    Spoiler:
    Blessing of Thoth
    Blessing 1
    Traits: Divine Thoth Cold
    To Acquire: 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

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

    Blessing 5

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

    Top of Blessing Discard Pile:

    Blessing of Osiris:
    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.

    Blessings Remaining: 26

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Qualzar

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

    Blessings Deck Card 2 - Turn 2 Skizza

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

    Blessings Deck Card 3 - Turn 3 Estra

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

    Blessings Deck Card 4 - Turn 4 Cogsnap

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

    Blessings Deck Card 5 - Turn 5 Lini

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

    Blessings Deck Card 6 - Turn 6 Darago

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

    Blessings Deck Card 7 - Turn 7 Qualzar

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

    Blessings Deck Card 8 - Turn 8 Skizza

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

    Blessings Deck Card 9 - Turn 9 Estra

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

    Blessings Deck Card 10 - Turn 10 Cogsnap

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

    Blessings Deck Card 11 - Turn 11 Lini

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

    Blessings Deck Card 12 - Turn 12 Darago

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

    Blessings Deck Card 13 - Turn 13 Qualzar

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

    Blessings Deck Card 14 - Turn 14 Skizza

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

    Blessings Deck Card 15 - Turn 15 Estra

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

    Blessings Deck Card 16 - Turn 16 Cogsnap

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

    Blessings Deck Card 17 - Turn 17 Lini

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

    Blessings Deck Card 18 - Turn 18 Darago

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

    Blessings Deck Card 19 - Turn 19 Qualzar

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

    Blessings Deck Card 20 - Turn 20 Skizza

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

    Blessings Deck Card 21 - Turn 21 Estra

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

    Blessings Deck Card 22 - Turn 22 Cogsnap

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

    Blessings Deck Card 23 - Turn 23 Lini

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

    Blessings Deck Card 24 - Turn 24 Darago

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

    Blessings Deck Card 25 - Turn 25 Qualzar

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

    Blessings Deck Card 26 - Turn 26 Skizza

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

    Siege Deck
    M: 17 Ba: 12 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 14

    Siege Deck Card 1:

    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.
    Siege Deck Card 2:

    Vanth
    Monster 2
    Traits: Outsider Psychopomp
    To Defeat: Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Siege Deck Card 3:

    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.
    Siege Deck Card 4:

    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.
    Siege Deck Card 5:

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

    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.
    Siege Deck Card 7:

    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.
    Siege Deck Card 8:

    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.
    Siege Deck Card 9:

    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.
    Siege Deck Card 10:

    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.
    Siege Deck Card 11:

    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.
    Siege Deck Card 12:

    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.
    Siege Deck Card 13:

    Baited Jewel Box
    Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 14:

    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.
    Siege Deck Card 15:

    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.
    Siege Deck Card 16:

    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.

    Siege Deck Card 17:

    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.
    Siege Deck Card 18:

    Baited Jewel Box
    Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 19:

    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.
    Siege Deck Card 20:

    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.
    Siege Deck Card 21:

    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.
    Siege Deck Card 22:

    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.
    Siege Deck Card 23:

    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.
    Siege Deck Card 24:

    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.
    Siege Deck Card 25:

    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.
    Siege Deck Card 26:

    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.
    Siege Deck Card 27:

    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.
    Siege Deck Card 28:

    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.
    Siege Deck Card 29:

    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.
    Siege Deck Card 30:

    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.
    Siege Deck Card 31:

    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.
    Siege Deck Card 32:

    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.
    Siege Deck Card 33:

    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.
    Siege Deck Card 34:

    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.
    Siege Deck Card 35:

    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.
    Siege Deck Card 36:

    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.
    Siege Deck Card 37:

    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.
    Siege Deck Card 38:

    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.
    Siege Deck Card 39:

    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.
    Siege Deck Card 40:

    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.
    Siege Deck Card 41:

    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.
    Siege Deck Card 42:

    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.
    Siege Deck Card 43:

    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

    Garden of Ossumentals Card 1:
    Tooled Crocodile Skin
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Garden of Ossumentals Card 2:
    Thousand Stings Whip
    Weapon 4
    Traits: Whip Melee Piercing Poison Finesse Magic
    To Acquire: Strength Melee 11
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Garden of Ossumentals Card 3:
    Alchemist's Suit
    Armor 2
    Traits: Clothing Light Armor Alchemical
    To Acquire: Constitution Fortitude Intelligence Craft 7
    Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
    Garden of Ossumentals Card 4:
    Detonate
    Spell 3
    Traits: Magic Arcane Attack
    To Acquire: Intelligence Arcane 10
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    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

    Precious Mine Card 1:
    Icy Prison
    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.
    Precious Mine Card 2:
    Embalming Fluid
    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.

    Precious Mine Card 3:
    Glyphbane Gloves
    Item 2
    Traits: Accessory Magic
    To Acquire: Intelligence Disable Arcane Wisdom Divine 7
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
    Precious Mine Card 4:
    Galvanic Kopis +2
    Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Precious Mine Card 5:
    Feather of Maat
    Item B
    Traits: Object Magic Maat
    To Acquire: Constitution Knowledge Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    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

    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    Spite Cloud
    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.
    Sepulcher of the Servant Card 3:
    Blessing of Pharasma
    Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Sepulcher of the Servant Card 4:
    Quickdraw Shield
    Armor 5
    Traits: Shield Finesse Magic
    To Acquire: Constitution Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.
    Sepulcher of the Servant Card 5:
    Dagger of Doubling
    Weapon 3
    Traits: Knife Ranged Piercing Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    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

    Vizier's Hill Card 1:
    Shock Glaive +1
    Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not 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.
    Vizier's Hill Card 2:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Vizier's Hill Card 3:
    Caustic Fog
    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.
    Vizier's Hill Card 4:
    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.

    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

    Mumia Lab Card 1:
    Rod of the Devoured Dawn
    Weapon 5
    Traits: Staff Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.
    Mumia Lab Card 2:
    Jolting Portent
    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.
    Mumia Lab Card 3:
    Mad Dog Marrn
    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.
    Mumia Lab Card 4:
    Bottled Lightning
    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.
    Mumia Lab Card 5:
    Hide Armor of Fire Resistance
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Mumia Lab Card 6:
    Frost Staff
    Item C
    Traits: Staff Attack Magic Cold
    To Acquire: Arcane Divine 6
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

    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

    Alchemical Laboratory Card 1:
    Spite Cloud
    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.
    Alchemical Laboratory Card 2:
    Sand Elemental
    Ally 5
    Traits: Outsider Elemental
    To Acquire: Constitution Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.
    Alchemical Laboratory Card 3:
    Soul Stimulant
    Item 2
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 9
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.
    Alchemical Laboratory Card 4:
    Stone Skin
    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.
    Alchemical Laboratory Card 5:
    Staff of Revelations
    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.
    Alchemical Laboratory Card 6:
    Key of the Second Vault
    Item C
    Traits: Object Magic Abadar
    To Acquire: Disable Perception Arcane Divine 10
    Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    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

    Scorched Obelisk Card 1:
    Khelru
    Ally 1
    Traits: Human Cleric
    To Acquire: Knowledge Divine Charisma Diplomacy 9
    If you fail to acquire this card, discard the top card of the blessings deck.
    Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location deck, then you may then explore your location.
    Scorched Obelisk Card 2:
    Blessing of Pharasma
    Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Scorched Obelisk Card 3:
    Silken Ceremonial Armor
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma 11
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Scorched Obelisk Card 4:
    Shattertouch Shotel +2
    Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.


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

    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

    Darago wrote:

    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:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    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.


    Male Gnome Sorcerer/Impeller Deck Handler

    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

    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.

    Then the gnome’s eye was drawn to a very ornate altar...

    Pausing to ask about blessings


    Male Gnome Sorcerer/Impeller Deck Handler

    (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

    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.

    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.

    Qualzar wrote:

    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)

    Skills and Powers:

    Skills:
    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


    During This Adventure:

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

    During This Scenario:

  • When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Shuffle into the siege deck a number of Shira henchmen equal to the number of characters and an equal number of Usij Cultist henchmen. Display the support card Defensive Stance next to the scenario.
    Defensive Stance:
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

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

  • When you would shuffle a bane into a location deck, shuffle it into the siege deck instead.

  • To win the scenario, a location must be open while the siege deck is empty.
    =
    Additional Rules: =
    HENCHMEN:
    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.
    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.
    Disciple of the Forgotten Pharaoh (Multiple):

    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

    Random Monsters:

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

    Monster 2

    Spoiler:
    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.

    Monster 3

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

    Monster 4

    Spoiler:
    Cenovath Swarm
    Monster 5
    Traits: Vermin Swarm Poison
    To Defeat: Combat 18
    Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.

    Monster 5

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

    Random Barriers:

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

    Barrier 2

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

    Barrier 3

    Spoiler:
    Ambush
    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

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

    Barrier 5

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

    Random Weapons:

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

    Weapon 2

    Spoiler:
    Icy Longspear +1
    Weapon C
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: Strength Melee 10
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
    If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.

    Weapon 3

    Spoiler:
    Dagger of Doubling
    Weapon 3
    Traits: Knife Ranged Piercing Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Weapon 4

    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5
    Traits: Bow Ranged Piercing 2-Handed Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Weapon 5

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

    Random Spells:

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

    Spell 2

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

    Spell 3

    Spoiler:
    Named Bullet
    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

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

    Spell 5

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

    Random Armor:

    Armor 1
    Spoiler:
    Alchemist's Shield
    Armor 2
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude 6
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

    Armor 2

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

    Armor 3

    Spoiler:
    Clawhand Shield
    Armor 3
    Traits: Shield Offhand
    To Acquire: Constitution Fortitude 6 OR Melee 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Armor 4

    Spoiler:
    Aegis of Recovery
    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

    Spoiler:
    Advocate's Armor
    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.

    Random Items:

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

    Item 2

    Spoiler:
    Potion of Healing
    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

    Spoiler:
    Bird Feather Tokens
    Item 3
    Traits: Object Magic
    To Acquire: Intelligence Arcane 9
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.

    Item 4

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

    Item 5

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

    Random Allies:

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

    Ally 2

    Spoiler:
    Pakesket
    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

    Spoiler:
    Unwrapped Harmony
    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

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

    Ally 5

    Spoiler:
    Pard
    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.

    Random Blessings:

    Blessing 1
    Spoiler:
    Blessing of Wadjet
    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

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

    Blessing 3

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

    Blessing 4

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

    Blessing 5

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 24

    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Blessings Deck Card 1 - Turn 1 Estra

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

    Blessings Deck Card 2 - Turn 2 Cogsnap

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

    Blessings Deck Card 3 - Turn 3 Lini

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

    Blessings Deck Card 4 - Turn 4 Darago

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

    Blessings Deck Card 5 - Turn 5 Qualzar

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

    Blessings Deck Card 6 - Turn 6 Skizza

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

    Blessings Deck Card 7 - Turn 7 Estra

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

    Blessings Deck Card 8 - Turn 8 Cogsnap

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

    Blessings Deck Card 9 - Turn 9 Lini

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

    Blessings Deck Card 10 - Turn 10 Darago

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

    Blessings Deck Card 11 - Turn 11 Qualzar

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

    Blessings Deck Card 12 - Turn 12 Skizza

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

    Blessings Deck Card 13 - Turn 13 Estra

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

    Blessings Deck Card 14 - Turn 14 Cogsnap

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

    Blessings Deck Card 15 - Turn 15 Lini

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

    Blessings Deck Card 16 - Turn 16 Darago

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

    Blessings Deck Card 17 - Turn 17 Qualzar

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

    Blessings Deck Card 18 - Turn 18 Skizza

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

    Blessings Deck Card 19 - Turn 19 Estra

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

    Blessings Deck Card 20 - Turn 20 Cogsnap

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

    Blessings Deck Card 21 - Turn 21 Lini

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

    Blessings Deck Card 22 - Turn 22 Darago

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

    Blessings Deck Card 23 - Turn 23 Qualzar

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

    Blessings Deck Card 24 - Turn 24 Skizza

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

    Siege Deck
    M: 14 Ba: 13 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 14

    Siege Deck Card 1:

    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.
    Siege Deck Card 2:

    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.
    Siege Deck Card 3:

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

    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.
    Siege Deck Card 5:

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

    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.
    Siege Deck Card 7:

    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.
    Siege Deck Card 8:

    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.
    Siege Deck Card 9:

    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.
    Siege Deck Card 10:

    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.
    Siege Deck Card 11:

    Poison Spiked Pit Trap
    Barrier 1
    Traits: Trap Poison Veteran
    To Defeat: Wisdom Perception 8 OR Dexterity Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Siege Deck Card 12:

    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.
    Siege Deck Card 13:

    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.
    Siege Deck Card 14:

    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.
    Siege Deck Card 15:

    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.
    Siege Deck Card 16:

    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.
    Siege Deck Card 17:

    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.
    Siege Deck Card 18:

    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.
    Siege Deck Card 19:

    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.
    Siege Deck Card 20:

    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.
    Siege Deck Card 21:

    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.
    Siege Deck Card 22:

    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.

    Siege Deck Card 23:

    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.
    Siege Deck Card 24:

    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.
    Siege Deck Card 25:

    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.
    Siege Deck Card 26:

    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.
    Siege Deck Card 27:

    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.
    Siege Deck Card 28:

    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.
    Siege Deck Card 29:

    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.
    Siege Deck Card 30:

    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.
    Siege Deck Card 31:

    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.
    Siege Deck Card 32:

    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.
    Siege Deck Card 33:

    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.
    Siege Deck Card 34:

    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.
    Siege Deck Card 35:

    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.
    Siege Deck Card 36:

    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.
    Siege Deck Card 37:

    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.
    Siege Deck Card 38:

    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.
    Siege Deck Card 39:

    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.
    Siege Deck Card 40:

    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.
    Siege Deck Card 41:

    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

    Garden of Ossumentals Card 1:
    Tooled Crocodile Skin
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 8
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Garden of Ossumentals Card 2:
    Thousand Stings Whip
    Weapon 4
    Traits: Whip Melee Piercing Poison Finesse Magic
    To Acquire: Strength Melee 11
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
    Garden of Ossumentals Card 3:
    Alchemist's Suit
    Armor 2
    Traits: Clothing Light Armor Alchemical
    To Acquire: Constitution Fortitude Intelligence Craft 7
    Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
    Garden of Ossumentals Card 4:
    Detonate
    Spell 3
    Traits: Magic Arcane Attack
    To Acquire: Intelligence Arcane 10
    For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    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

    Precious Mine Card 1:
    Icy Prison
    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.
    Precious Mine Card 2:
    Embalming Fluid
    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.

    Precious Mine Card 3:
    Glyphbane Gloves
    Item 2
    Traits: Accessory Magic
    To Acquire: Intelligence Disable Arcane Wisdom Divine 7
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
    Precious Mine Card 4:
    Galvanic Kopis +2
    Weapon 5
    Traits: Knife Ranged Slashing Electricity Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.
    Precious Mine Card 5:
    Feather of Maat
    Item B
    Traits: Object Magic Maat
    To Acquire: Constitution Knowledge Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    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

    Sepulcher of the Servant Card 1:
    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.
    Sepulcher of the Servant Card 2:
    Spite Cloud
    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.
    Sepulcher of the Servant Card 3:
    Blessing of Pharasma
    Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Sepulcher of the Servant Card 4:
    Quickdraw Shield
    Armor 5
    Traits: Shield Finesse Magic
    To Acquire: Constitution Fortitude 10
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.
    Sepulcher of the Servant Card 5:
    Dagger of Doubling
    Weapon 3
    Traits: Knife Ranged Piercing Magic
    To Acquire: Dexterity Ranged 10
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    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

    Vizier's Hill Card 1:
    Shock Glaive +1
    Weapon 1
    Traits: Polearm Melee Slashing 2-Handed Magic
    To Acquire: Strength Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not 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.
    Vizier's Hill Card 2:
    Greatclub +1
    Weapon 2
    Traits: Club Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
    Vizier's Hill Card 3:
    Caustic Fog
    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.
    Vizier's Hill Card 4:
    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.

    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

    Mumia Lab Card 1:
    Rod of the Devoured Dawn
    Weapon 5
    Traits: Staff Melee Bludgeoning 2-Handed Magic
    To Acquire: Strength Melee 12
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.
    Mumia Lab Card 2:
    Jolting Portent
    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.
    Mumia Lab Card 3:
    Mad Dog Marrn
    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.
    Mumia Lab Card 4:
    Bottled Lightning
    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.
    Mumia Lab Card 5:
    Hide Armor of Fire Resistance
    Armor 2
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude 7
    Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.
    Mumia Lab Card 6:
    Frost Staff
    Item C
    Traits: Staff Attack Magic Cold
    To Acquire: Arcane Divine 6
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
    Bury this card to evade a non-villain, non-henchman monster you encounter.

    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

    Alchemical Laboratory Card 1:
    Spite Cloud
    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.
    Alchemical Laboratory Card 2:
    Sand Elemental
    Ally 5
    Traits: Outsider Elemental
    To Acquire: Constitution Fortitude 9
    Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.
    Alchemical Laboratory Card 3:
    Soul Stimulant
    Item 2
    Traits: Liquid Alchemical
    To Acquire: Intelligence Craft 9
    Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.
    Alchemical Laboratory Card 4:
    Stone Skin
    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.
    Alchemical Laboratory Card 5:
    Staff of Revelations
    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.
    Alchemical Laboratory Card 6:
    Key of the Second Vault
    Item C
    Traits: Object Magic Abadar
    To Acquire: Disable Perception Arcane Divine 10
    Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

    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

    Scorched Obelisk Card 1:
    Khelru
    Ally 1
    Traits: Human Cleric
    To Acquire: Knowledge Divine Charisma Diplomacy 9
    If you fail to acquire this card, discard the top card of the blessings deck.
    Reveal this card to shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location deck, then you may then explore your location.
    Scorched Obelisk Card 2:
    Blessing of Pharasma
    Blessing B
    Traits: Divine Pharasma
    To Acquire: Intelligence Arcane Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Scorched Obelisk Card 3:
    Silken Ceremonial Armor
    Armor 4
    Traits: Light Armor Magic
    To Acquire: Constitution Fortitude Charisma 11
    Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
    Scorched Obelisk Card 4:
    Shattertouch Shotel +2
    Weapon 4
    Traits: Scythe Melee Slashing Finesse Magic
    To Acquire: Strength Melee Wisdom Dexterity 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

  • The Exchange

    Deck Handler

    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.

    Skizza wrote:

    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:

    Silver Crusade

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

    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.

    Siege Deck Card 2: 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.
    TRIGGER!
    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.

    Siege Deck Card 3: Baited Jewel Box:

    Barrier B
    Traits: Trigger Cache Lock Poison Veteran
    To Defeat: Disable 6 OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Disable 11 or Craft 13? I can't make that, lacking both skills. Bleah.
    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.

    Estra wrote:

    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.


    No script was used for this mid-turn update.

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

    During This Adventure:

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

    During This Scenario:

  • When building the location decks, set aside the henchmen, monsters, and barriers, then shuffle them into a siege deck. Shuffle into the siege deck a number of Shira henchmen equal to the number of characters and an equal number of Usij Cultist henchmen. Display the support card Defensive Stance next to the scenario.
    Defensive Stance:
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

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

  • When you would shuffle a bane into a location deck, shuffle it into the siege deck instead.

  • To win the scenario, a location must be open while the siege deck is empty.
    =
    Additional Rules: =
    HENCHMEN:
    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.
    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.
    Disciple of the Forgotten Pharaoh (Multiple):

    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

    Random Cards:

    Monsters
    Spoiler:
    Hanshepsu
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 20 The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3.
    3. The Hanshepsu is evaded.
    4. Bury the top card of your deck.

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

    Spoiler:
    Skull Ripper
    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.

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

    Spoiler:
    Royal Naga
    Monster 4
    Traits:
    Aberration
    To Defeat:
    Combat 16
    THEN Combat 16 You may succeed at a Stealth 8 check to evade the Royal Naga.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
    If the check to defeat has the Cold trait, add 1d8.

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

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

    Spoiler:
    Shocking Chest
    Barrier 4
    Traits:
    Cache
    Lock
    Trap
    To Defeat:
    DexterityDisable 12
    OR Strength 15 After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.

    Spoiler:
    Ambush
    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.

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

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

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

    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5
    Traits:
    Bow
    Ranged
    Piercing
    2-Handed
    Magic To Acquire:
    Dexterity
    Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not pro?cient with weapons, the dif?culty of this check is increased by 4.
    If pro?cient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Spoiler:
    Striking Wing Scimitar
    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.

    Spoiler:
    Disrupting Rapier +1
    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
    Spoiler:
    Flames of the Faithful
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran To Acquire:
    Wisdom
    Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

    Spoiler:
    Vision
    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.

    Spoiler:
    Dune of Doom
    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.

    Spoiler:
    Toxic Cloud
    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.

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

    Armors
    Spoiler:
    Canopic Wrap
    Armor 2
    Traits:
    Clothing
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Knowledge
    Wisdom 8 Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
    Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

    Spoiler:
    Advocate's Armor
    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
    Spoiler:
    Deliquescent Gloves
    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.

    Spoiler:
    Hand of the Guilty Man
    Item 2
    Traits:
    Accessory
    Magic
    Mummy To Acquire:
    Wisdom
    Divine 7 Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

    Spoiler:
    Chest of Keeping
    Item 5
    Traits:
    Object
    Magic To Acquire:
    Intelligence
    Craft
    Knowledge
    Wisdom 9 Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.

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

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

    Allies
    Spoiler:
    Freed Soul
    Ally 5
    Traits:
    Undead
    Incorporeal
    Ghost To Acquire:
    Charisma
    Diplomacy 13 Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

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

    Spoiler:
    Pakesket
    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.

    Spoiler:
    Stained Glass Elemental
    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.

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

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 23

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1 /
    Blessing of the Ancients
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 2 /
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 3 /
    Blessing of Maat
    Blessing 2
    Traits:
    Divine
    Maat To Acquire:
    Divine 6
    OR Constitution
    Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
    Spoiler:
    Blessings Deck Card 4 /
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
    Spoiler:
    Blessings Deck Card 5 /
    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.
    Spoiler:
    Blessings Deck Card 6 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 7 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 8 /
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.
    Spoiler:
    Blessings Deck Card 9 /
    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.
    Spoiler:
    Blessings Deck Card 10 /
    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.
    Spoiler:
    Blessings Deck Card 11 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 12 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 13 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 14 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 15 /
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5 Discard this card to add 1 die to any check.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 16 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 17 /
    Blessing of Ra
    Blessing C
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8 Discard this card to add 1 die and the Fire trait to any check.
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 18 /
    Blessing of Osiris
    Blessing 4
    Traits:
    Divine
    Osiris
    Healing To Acquire:
    Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait.
    Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
    Spoiler:
    Blessings Deck Card 19 /
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.
    Spoiler:
    Blessings Deck Card 20 /
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6 Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.
    Spoiler:
    Blessings Deck Card 21 /
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3 Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
    Spoiler:
    Blessings Deck Card 22 /
    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.
    Spoiler:
    Blessings Deck Card 23 /
    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

    Siege Deck Card 1:

    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.

    Siege Deck Card 2:

    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.
    Siege Deck Card 3:

    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.
    Siege Deck Card 4:

    Poison Spiked Pit Trap
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran
    To Defeat:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
    Siege Deck Card 5:

    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.
    Siege Deck Card 6:

    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.
    Siege Deck Card 7:

    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.
    Siege Deck Card 8:

    Toxic Geyser
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.
    Siege Deck Card 9:

    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.
    Siege Deck Card 10:

    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.
    Siege Deck Card 11:

    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.
    Siege Deck Card 12:

    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.
    Siege Deck Card 13:

    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.
    Siege Deck Card 14:

    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.
    Siege Deck Card 15:

    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.
    Siege Deck Card 16:

    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.
    Siege Deck Card 17:

    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.
    Siege Deck Card 18:

    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.
    Siege Deck Card 19:

    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.
    Siege Deck Card 20:

    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.
    Siege Deck Card 21:

    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.
    Siege Deck Card 22:

    Baited Jewel Box
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 23:

    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.
    Siege Deck Card 24:

    Baited Jewel Box
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated by at least 4, draw an item from the box.
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
    Siege Deck Card 25:

    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.
    Siege Deck Card 26:

    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.
    Siege Deck Card 27:

    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.
    Siege Deck Card 28:

    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.
    Siege Deck Card 29:

    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.
    Siege Deck Card 30:

    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.
    Siege Deck Card 31:

    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.
    Siege Deck Card 32:

    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.
    Siege Deck Card 33:

    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.
    Siege Deck Card 34:

    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.
    Siege Deck Card 35:

    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.
    Siege Deck Card 36:

    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.
    Siege Deck Card 37:

    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.
    Siege Deck Card 38:

    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.
    Siege Deck Card 39:

    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

    Garden of Ossumentals Card 1:
    Tooled Crocodile Skin
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 8 Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

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

    Garden of Ossumentals Card 4:
    Detonate
    Spell 3
    Traits:
    Magic
    Arcane
    Attack To Acquire:
    Intelligence
    Arcane 10 For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

    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

    Precious Mine Card 1:
    Icy Prison
    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.

    Precious Mine Card 2:
    Embalming Fluid
    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.

    Precious Mine Card 3:
    Glyphbane Gloves
    Item 2
    Traits:
    Accessory
    Magic To Acquire:
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine 7 Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Precious Mine Card 4:
    Galvanic Kopis +2
    Weapon 5
    Traits:
    Knife
    Ranged
    Slashing
    Electricity
    Magic To Acquire:
    Dexterity
    Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 for each die you roll.
    On your combat check, if you played another weapon, recharge this card to add 1d4+2 and the Electricity trait.

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

    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

    Sepulcher of the Servant Card 1:
    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.

    Sepulcher of the Servant Card 2:
    Spite Cloud
    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.

    Sepulcher of the Servant Card 3:
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5 Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to a check if a spell was played during that check.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

    Sepulcher of the Servant Card 4:
    Quickdraw Shield
    Armor 5
    Traits:
    Shield
    Finesse
    Magic To Acquire:
    Constitution
    Fortitude 10 Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    Sepulcher of the Servant Card 5:
    Dagger of Doubling
    Weapon 3
    Traits:
    Knife
    Ranged
    Piercing
    Magic To Acquire:
    Dexterity
    Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    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

    Vizier's Hill Card 1:
    Shock Glaive +1
    Weapon 1
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic To Acquire:
    Strength
    Melee 11 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not 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.

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

    Vizier's Hill Card 3:
    Caustic Fog
    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.

    Vizier's Hill Card 4:
    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.

    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

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

    Mumia Lab Card 2:
    Jolting Portent
    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.

    Mumia Lab Card 3:
    Mad Dog Marrn
    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.

    Mumia Lab Card 4:
    Bottled Lightning
    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.

    Mumia Lab Card 5:
    Hide Armor of Fire Resistance
    Armor 2
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude 7 Recharge this card to reduce Combat or Fire damage dealt to you by 2.
    Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

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

    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

    Alchemical Laboratory Card 1:
    Spite Cloud
    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.

    Alchemical Laboratory Card 2:
    Sand Elemental
    Ally 5
    Traits:
    Outsider
    Elemental To Acquire:
    Constitution
    Fortitude 9 Recharge this card to reduce Cold or Fire damage dealt to any character to 0.
    Recharge this card to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Alchemical Laboratory Card 3:
    Soul Stimulant
    Item 2
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 9 Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
    Banish this card to banish a displayed card that has the Curse trait.

    Alchemical Laboratory Card 4:
    Stone Skin
    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.

    Alchemical Laboratory Card 5:
    Staff of Revelations
    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.

    Alchemical Laboratory Card 6:
    Key of the Second Vault
    Item C
    Traits:
    Object
    Magic
    Abadar To Acquire:
    Disable
    Perception
    Arcane
    Divine 10 Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
    After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.
    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: 0 Ba: 0 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0
    Located/Displayed Here: None

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

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

    Scorched Obelisk Card 3:
    Silken Ceremonial Armor
    Armor 4
    Traits:
    Light Armor
    Magic To Acquire:
    Constitution
    Fortitude
    Charisma 11 Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.

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

  • 1,251 to 1,300 of 1,608 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [ACG] [CaG] [PluTo] Adventure 3-1: Serpents in the Deep by Yewstance All Messageboards

    Want to post a reply? Sign in.