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

Game Master Yewstance

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

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

Curse of Poisoning

Spoiler:
Curse of Poisoning
Scourge B
Traits
Curse
Poison

Check
None

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

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

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

Check
None

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

You may only have 1 copy of this card displayed.

TRADERS & TRADER RULES:
Sunburst Market basic boons
Available Traders

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

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


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Darago's up - he suffers the Curse of Daybane from the hour, but it has literally no effect during this scenario, as there are no Blessing 0s to flip.

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

During This Adventure: =
PLAYER HANDS || LOOT || HENCHMAN / VILLAINS / SUMMONS
Transition Guide image || Conversion Guide link
=

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario: =
    • After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.
    • To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    • At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your character deck.
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Additional Rules: THREAT LIST:

  • Villain: Ushering of Oblivion
  • Henchmen: Will of Ahriman (x5)

    Card limitations apply - only a finite number of each curse exists in the Mummy's Mask box, so if you suffer a scourge that has no card left to be drawn you do not suffer it. This is particularly relevant in this scenario, so I will track them in the spoiler below so you know which scourges you can't suffer if an effect (besides the blessings deck) inflicts it on you.

    CURSES REMAINING IN BOX:

    Curse of Poisoning: 2/8
    Curse of Vulnerability: 0/3
    Curse of Daybane: 0/3
    Curse of the Ravenous: 0/3
    Curse of Withering: 0/3
    Curse of Fevered Dreams: 0/3
    Curse of the Sphinx: 0/3
    Curse of Blindness: 0/3
    Curse of the Mummy: 0/3

    Scenario Level (#): 6

    Turn: 1, Darago/AAUGHWHY

    Random Cards:

    Monsters
    Spoiler:
    Earth Ossumental
    MM
    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:
    Sard
    MM
    Monster 6
    Traits:
    Plant
    Electricity
    Poison
    To Defeat:
    Combat 23
    The Sard is immune to the Electricity, Mental and Poison traits.
    After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.

    Spoiler:
    Kalnaka
    MM
    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.

    Spoiler:
    Bonecrusher Hunter
    MM
    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.

    Spoiler:
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.

    Barriers
    Spoiler:
    Insanity Mist
    MM
    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.

    Spoiler:
    Sky Pharaoh's Curse
    MM
    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.

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

    Spoiler:
    Inevitable Trap
    MM
    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.

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

    Spoiler:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.

    Spoiler:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.

    Spoiler:
    Shock Glaive +1
    MM
    Weapon 1
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Spells
    Spoiler:
    Speak with Dead
    MM
    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:
    Lightning Bolt
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

    Spoiler:
    Elemental Mastery
    MM
    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.

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

    Spoiler:
    Stone Skin
    MM
    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.

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

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

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

    Spoiler:
    Steel Ibis Lamellar
    MM
    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:
    Bone Lamellar
    MM
    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.

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

    Spoiler:
    Mummified Cat
    MM
    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.

    Spoiler:
    Embalming Fluid
    MM
    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.


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

    Spoiler:
    Knot of Isis
    MM
    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.

    Allies
    Spoiler:
    Zereletan
    MM
    Ally 4
    Traits:
    Aberration
    Naga
    To Acquire:
    Charisma
    Diplomacy 11
    OR Combat 15
    Bury this card to recharge any items in your discard pile.
    Discard this card to explore your location.

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

    Spoiler:
    Marianix Karn
    MM
    Ally B
    Traits:
    Human
    Aspis
    Sage
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.

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

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

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

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

    Spoiler:
    Blessing of Thoth
    MM
    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.

    Spoiler:
    Blessing of the Ancients
    MM
    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 Isis
    MM
    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.

    Current Hour:

    Curse of Daybane:
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.


    Hours Remaining: 29

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 1 Qualzar/EmpTyger
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 2 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 2 Skizza/agent_eclipse
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 3 Estra/Yewstance:
    Spoiler:
    Hourglass Card 3 Estra/Yewstance
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 4 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Lini/Bigguyinblack
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 5 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Darago/AAUGHWHY
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 6 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 6 Qualzar/EmpTyger
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 7 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 7 Skizza/agent_eclipse
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 8 Estra/Yewstance:
    Spoiler:
    Hourglass Card 8 Estra/Yewstance
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 9 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Lini/Bigguyinblack
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 10 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 10 Darago/AAUGHWHY
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 11 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 11 Qualzar/EmpTyger
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 12 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 12 Skizza/agent_eclipse
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 13 Estra/Yewstance:
    Spoiler:
    Hourglass Card 13 Estra/Yewstance
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 14 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Lini/Bigguyinblack
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 15 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 15 Darago/AAUGHWHY
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 16 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 16 Qualzar/EmpTyger
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 17 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 17 Skizza/agent_eclipse
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 18 Estra/Yewstance:
    Spoiler:
    Hourglass Card 18 Estra/Yewstance
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 19 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Lini/Bigguyinblack
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 20 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 20 Darago/AAUGHWHY
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 21 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 21 Qualzar/EmpTyger
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 22 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 22 Skizza/agent_eclipse
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 23 Estra/Yewstance:
    Spoiler:
    Hourglass Card 23 Estra/Yewstance
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 24 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 24 Lini/Bigguyinblack
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 25 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 25 Darago/AAUGHWHY
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 26 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 26 Qualzar/EmpTyger
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 27 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 27 Skizza/agent_eclipse
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 28 Estra/Yewstance:
    Spoiler:
    Hourglass Card 28 Estra/Yewstance
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 29 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 29 Lini/Bigguyinblack
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Location #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 6 Ba: 9 W: 2 Sp: 2 Ar: 2 I: 2 Al: 0 Bl: 6 ?: 6
    Located/Displayed Here: Skizza/agent_eclipse, Estra/Yewstance, Lini/Bigguyinblack, Darago/AAUGHWHY, Qualzar/EmpTyger, Create Mindscape, Safety Bubble, Ley Line are all DISPLAYED.

    Oblivion's Bridge Card 1:
    Lightning Storm
    MM
    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.
    Oblivion's Bridge Card 2:
    Corridor Dart Trap
    MM
    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.
    Oblivion's Bridge Card 3:
    Blessing of the Ancients
    MM
    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.
    Oblivion's Bridge Card 4:
    Mace of Ruin
    MM
    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.
    Oblivion's Bridge Card 5:
    Giant Mummified Crocodile
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Giant Mummified Crocodile is immune to the Mental and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, bury your discard pile and shuffle this card into a random open location deck.
    Oblivion's Bridge Card 6:
    Canteen
    MM
    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.
    Oblivion's Bridge Card 7:
    Cenovath Swarm
    MM
    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.
    Oblivion's Bridge Card 8:
    Fate Blade
    MM
    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.
    Oblivion's Bridge Card 9:
    Elemental Mastery
    MM
    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.
    Oblivion's Bridge Card 10:
    Caravan Raider
    MM
    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.
    Oblivion's Bridge Card 11:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Oblivion's Bridge Card 12:
    Polymorph Gas
    MM
    Barrier 6
    Traits:
    Curse
    Trap
    Magic
    Poison
    To Defeat:
    Constitution
    Fortitude
    Intelligence
    Perception 14
    If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.
    Oblivion's Bridge Card 13:
    Word of Ra
    MM
    Barrier 6
    Traits:
    Lock
    Trap
    Fire
    To Defeat:
    Dexterity
    Disable
    Stealth 17
    If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.
    Oblivion's Bridge Card 14:
    Fiendish Sphinx
    MM
    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.
    Oblivion's Bridge Card 15:
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Oblivion's Bridge Card 16:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 17:
    Detect Undead
    MM
    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.
    Oblivion's Bridge Card 18:
    Catching Cape
    MM
    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.
    Oblivion's Bridge Card 19:
    Falcon Crown
    MM
    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.
    Oblivion's Bridge Card 20:
    Tar Tomb
    MM
    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.
    Oblivion's Bridge Card 21:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 22:
    Blessing of the Elements
    MM
    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.
    Oblivion's Bridge Card 23:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 24:
    Blessing of Bastet
    MM
    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.
    Oblivion's Bridge Card 25:
    Guecubu
    MM
    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.
    Oblivion's Bridge Card 26:
    Mummy Lord
    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
    Oblivion's Bridge Card 27:
    Blessing of Ra
    MM
    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.
    Oblivion's Bridge Card 28:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 29:
    The Evil Eye
    MM
    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.
    Oblivion's Bridge Card 30:
    Blessing of the Ancients
    MM
    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.
    Oblivion's Bridge Card 31:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 32:
    Blessing of the Ancients
    MM
    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.
    Oblivion's Bridge Card 33:
    Blast Glyph
    MM
    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.
    Oblivion's Bridge Card 34:
    Thousand Suns
    MM
    Barrier 6
    Traits:
    Trap
    Obstacle
    Magic
    To Defeat:
    Intelligence
    Perception
    Arcane
    Disable 18
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.
    Oblivion's Bridge Card 35:
    Sard
    MM
    Monster 6
    Traits:
    Plant
    Electricity
    Poison
    To Defeat:
    Combat 23
    The Sard is immune to the Electricity, Mental and Poison traits.
    After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.


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

    Hour is Curse of Daybane

    Darago wonders how this situation could possibly get any worse. And then the Card 1: Lightning Storm starts... Display Lightning Storm next to the location. This is very unfortunate...

    Darago makes for a part of the pyramid that is at leas partially roofed and runs into a Card 2: Corridor Dart Trap! Discard Blessing of Isis to explore again. Discarding Lini's Blessing of Milani to add 2 dice

    DEX 12: 3d6 ⇒ (6, 3, 4) = 13

    Darago isn't sure how he slipped past the trap. He must have the Card 3: Blessing of the Ancients on his side. Discard Blessing of Isis to explore again

    Divine 3: 1d4 ⇒ 2

    At the end of the corridor, Darago comes upon a chamber that is guarded by an Random Monster 1: Earth Ossumental. Finally something is going his way! End of turn, summon and encounter Random Monster. BA Everyone needs to make a DEX/Acrobatics 13 or suffer 1d4 Acid Damage

    Acid Damage: 1d4 ⇒ 1
    Safety Bubble: 1d4 ⇒ 2

    For the Combat, Play Death's Touch to use Arcane+3d6+3. Reveal Mask for +2. Mindscape adds 1d4. Vs undead power adds 2d4

    Combat 19: 1d10 + 3d6 + 2d4 + 8 ⇒ (10) + (6, 2, 2) + (2, 4) + 8 = 34 Those 2s count as 0. Total is 28.

    Recharge Bound Lantern Archon Arcane 10: 1d10 + 1d4 + 8 ⇒ (6) + (1) + 8 = 15
    Recharge Death's Touch Arcane 12: 1d10 + 1d4 + 8 ⇒ (10) + (4) + 8 = 22

    "

    Darago wrote:

    Hand: Helm of Electric Radiance, Magnetic Grimoire, Disintegrate, Phoenix Cloak, Iceblade Spelldagger, Game of Afterlife, Mask of the Forgotten Pharaoh,

    Displayed:
    Deck: 13 Discard: 2 Buried: 0
    Hero Points: 6

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Pharasma, Blessing of Master of Masters, Headband of Epic Intelligence, Cloudburst, Dune of Doom, Elemental Treaty, Volcanic Storm, Icy Prison (Core), Ice and Fire, Fire Snake, Fox (Core)
    Recharged: Bound Lantern Archon, Death's Touch,
    Discard Pile: Blessing of Isis, Blessing of the Seventh Veil,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☑ +1 ☑ +2 ☐ +3
    Fortitude: Constitiution +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3

    Charisma d6 ☐ +1 ☐ +2
    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    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 ([X]+1) ([ ]+2) to your check([X] or a check by any character at the location).
    [X] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.

    [/spoiler]"


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

    fail dex check so take acid dmg: 1d4 ⇒ 3
    safety bubble: 1d4 ⇒ 4


    Male Gnome Sorcerer/Impeller Deck Handler

    (During Darago’s turn)
    Earth Ossumental: Qualzar cannot make a DEX/Acrobatics 13 check
    Acid damage, Safety Bubble: 1d4 - 1d4 ⇒ (1) - (3) = -2
    Safety Bubble prevents 1 Acid damage

    The sorcerer was flatfooted, but Estra’s quick protective bubble shielded Qualzar.

    (Qualzar’s turn)
    Blessing 1: Ravenous o’clock
    Curse of the Ravenous is displayed

    Curse of the Ravenous:
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.


    Lightning Storm: 1d4 ⇒ 1
    Safety Bubble: 1d4 ⇒ 4
    Safety Bubble prevents 1 Electricity Damage
    There was a loud rumbling. Not thunder, though, but a noise from inside Estra’s bubble: the gurgling of a hungry gnome’s stomach.

    Exploring Oblivion’s Bridge 4: Mace of Ruin

    Mace of Ruin:
    MM
    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.

    Qualzar cannot make a STR/Melee 11 check. Mace of Ruin is banished
    The gnome decided to hurry things up, and pulled another self-destruct switch. “Sothis is how it will end!”

    Discarding Kafar to explore Oblivion’s Bridge 5: Giant Mummified Crocodile

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

    Discarding Scarab of Mummy Defense as an Attack Force Magic spell, using Kafar, using displayed Create Mindscape, discarding Blessing of Sivanah
    Combat 21: 2d10 + 6 + 1d6 + 4 + 1d4 + 1d4 ⇒ (9, 2) + 6 + (4) + 4 + (1) + (3) = 29
    Oblivion’s Bridge: -3=26. Mummified Crocodile is banished

    A huge mummified crocodile attempted to push into the bubble. “One of yours?” Kafar asked Darago. Even before the necromancer began to shake his head no, Qualzar had already begun magically tying the creature’s wraps up 7 intricate knots.

    Ending turn. Summoning Random Monster 2: Sard

    Sard:
    MM
    Monster 6
    Traits:
    Plant
    Electricity
    Poison
    To Defeat:
    Combat 23
    The Sard is immune to the Electricity, Mental and Poison traits.
    After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.

    Banishing Life Leech to recovery, discarding Blessing of Pharasma, using displayed Create Mindscape. Darago reveals Magnetic Tome
    Combat 23: 3d10 + 6 + 2d4 + 1d4 + 1d4 ⇒ (2, 9, 8) + 6 + (3, 2) + (3) + (2) = 35
    Oblivion’s Bridge: -6=29
    Life Leech cure: 1d4 + 1 ⇒ (4) + 1 = 5
    Blessing of Sivanah, Kafar, Blessing of Pharasma, Scarab of Mummy Defense are healed
    Electricity damage, Safety Bubble: 1d4 + 1 - 1d4 ⇒ (3) + 1 - (3) = 1
    Safety Bubble prevents 3 Electricity damage. Discarding Blessing of Abadar for 1 Electricity damage
    Poison damage, Safety Bubble: 1d4 + 1 - 1d4 ⇒ (1) + 1 - (4) = -2
    Safety Bubble prevents 1 Poison damage
    Everyone must take 1d4+1 Electricity damage, then 1d4 Poison damage
    Sard is banished.
    Banishing Remove Curse to recovery to banish Curse of the Ravenous

    There was a deafening crash, as a lightning bolt from struck a giant tree, awakening the plant monster. The sorcerer leeched out the sard’s sap, returning it to dormancy, only to let out a distressed wail. Not because the lifeless tree was now crashing downward toward the rest of the party. No, Qualzar was upset at having to eat vegetables. “Gross.” But at least he wasn’t hungry any longer.

    Recovery: Using displayed Create Mindscape
    Arcane 15: 1d10 + 6 + 1d4 ⇒ (9) + 6 + (3) = 18
    Life Leech is recharged. Remove Curse is recharged. Resetting hand
    (At the start of Skizza’s turn)
    Recharging Surgeon to heal Blessing of Abadar

    The surgeon no longer was shocked that Qualzar was unharmed despite the chaos surrounding him, and just stoically offered a tonic to mitigate the leafy taste.

    Qualzar wrote:

    Hand: Mist Horn (display at any location to prevent 3 monster damage until start of my turn), Khai-Utef (recharge to bless monster combat/double bless if villain or henchman), Dominate, Blizzard (display to add 2d6 and Cold to combat until end of turn; 1 Cold damage to everyone except Qualzar at end of turn), Surgeon, Velociraptor, Blessing of Pharasma 1 (discard to bless/double bless if spell is cast),

    Displayed:
    Deck: 16 14 Discard: 0 1 Buried: 0
    Notes:
    Ask before using: Blessing of Pharasma
    Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman; Mist Horn; Khai-Utef; Blizzard

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: Arcane, Mental
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) ([X] +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.
    [X] 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.

    Hero points: 6


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

    electricity dmg: 1d4 + 1 ⇒ (2) + 1 = 3
    safety bubble: 1d4 ⇒ 2

    Discard Frilled Lizard.

    poison dmg: 1d4 ⇒ 2
    safety bubble: 1d4 ⇒ 4

    Silver Crusade

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

    OFF-TURN
    On Darago's turn, Estra suffers 1d4 - 1d4 ⇒ (2) - (1) = 1 Acid Damage, and discards Javelin of Lightning to damage.

    Adventure Rule: Since Estra suffered Acid damage that wasn't reduced by 2 or to 0, she would suffer the Curse of the Mummy... but there's no Curse of the Mummy left in the box, and it's ignored.

    On Qualzar's turn, Estra suffers 1d4 + 1 - 1d4 ⇒ (2) + 1 - (2) = 1 Electricity Damage, discarding Honaire to damage, then 1d4 - 1d4 ⇒ (2) - (1) = 1 Poison Damage, discarding Channel the Gift to damage. Ow. Ow, ow. Thankfully, I'm left with one card.

    Estra shrieks, arcs of damaging lightning singing her skin and robes, and flashes of Ahriman's will stabbing into her mind as she focuses entirely on holding up her magical defenses to protect the party.

    "

    Estra wrote:

    Hand: Restorative Touch,

    Displayed: Safety Bubble, Create Mindscape, Ley Line,
    Deck: 15 Discard: 3 Buried: 0
    Hero Points: 3
    NOTES:
    Available Support: Restorative Touch - Recovery to heal a local character 1d4+1 cards and de-scourge twice
    Cleanser of Abominations - During my turn, I can use my player boon (which I've been saving for the endgame) to remove a scourge from a player. I have 3 uses left.
    Other: Okay...
    If Skizza suffers Curse of Fevered Dreams: Estra will use Restorative Touch on him before his exploration step.
    If Skizza is about to explore: Estra will use Restorative Touch on herself before his exploration step, so she doesn't risk it getting lost to an AoE effect.
    If Skizza does not intend to explore (such as if he got his hand wiped): Estra will save Restorative Touch to use on herself after her start-of-turn scourge, so she also gets a de-scourge.

    I mostly recommend de-scourging the following Curses...
    Vulnerability (conditional)
    Ravenous (conditional)
    Withering (conditional)
    Fevered Dreams (always)

    I don't consider the remaining scourges to be that bad, at least not in this scenario, and we'll be scourged a lot.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Stained Glass Elemental, Flame Staff (Core), Blessing of the All-Seeing Eye, The Olivaro Opuscules, Phoenix Cloak, Bound Lantern Archon, Psychic Surgery, Hypercognition, Pious Healer, Summon Hellhounds, Khepresh of Refuge, Neferekhu, Blessing of the Lady of Graves, Psychic Rager, Mythopoeic Sphinx
    Recharged:
    Discard Pile: Javelin of Lightning, Channel the Gift, Honaire,
    Buried Pile:

    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 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    *Diplomacy: Charisma +3

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armor
    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.
    [X] 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.
    "


    Darago still needs to resolve damage from Sard, and Skizza needs to resolve damage from Earth Ossumental and then Sard.

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

    During This Adventure: =
    PLAYER HANDS || LOOT || HENCHMAN / VILLAINS / SUMMONS
    Transition Guide image || Conversion Guide link
    =

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario: =
    • After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.
    • To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    • At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your character deck.
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Create Mindscape: Add 1d4 to Intelligence, Wisdom, and Charisma checks.
    Safety Bubble: When a character is dealt damage, reduce it by 1d4.
    Ley Line: Any character may freely recharge a card to add 1 die to his check that invokes the Magic trait.

    Additional Rules: THREAT LIST:

  • Villain: Ushering of Oblivion
  • Henchmen: Will of Ahriman (x5)

    Card limitations apply - only a finite number of each curse exists in the Mummy's Mask box, so if you suffer a scourge that has no card left to be drawn you do not suffer it. This is particularly relevant in this scenario, so I will track them in the spoiler below so you know which scourges you can't suffer if an effect (besides the blessings deck) inflicts it on you.

    CURSES REMAINING IN BOX:

    Curse of Poisoning: 2/8
    Curse of Vulnerability: 0/3
    Curse of Daybane: 0/3
    Curse of the Ravenous: 1/3
    Curse of Withering: 0/3
    Curse of Fevered Dreams: 0/3
    Curse of the Sphinx: 0/3
    Curse of Blindness: 0/3
    Curse of the Mummy: 0/3

    Scenario Level (#): 6

    Turn: 3, Skizza/agent_eclipse

    Random Cards:

    Monsters
    Spoiler:
    Bonecrusher Hunter
    MM
    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.

    Spoiler:
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.

    Spoiler:
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.

    Spoiler:
    Mummified Sphinx
    MM
    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.

    Spoiler:
    Ecorche
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 20
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.

    Barriers
    Spoiler:
    Insanity Mist
    MM
    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.

    Spoiler:
    Shocking Chest
    MM
    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:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.

    Spoiler:
    Tabe's Last Jest
    MM
    Barrier 6
    Traits:
    Curse
    Lock
    Acid
    To Defeat:
    Intelligence
    Perception
    Dexterity
    Disable 15
    If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.

    Spoiler:
    Telekinetic Enucleation
    MM
    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:
    Venomous Heavy Crossbow +2
    MM
    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:
    Spellsword +2
    MM
    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:
    Fate Blade
    MM
    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:
    Shock Glaive +1
    MM
    Weapon 1
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Spoiler:
    Axe of the Imperative
    MM
    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.

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

    Spoiler:
    Flames of the Faithful
    MM
    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:
    Toxic Cloud
    MM
    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:
    Named Bullet
    MM
    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.

    Armors
    Spoiler:
    Elemental Brass Mail
    MM
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    OR Intelligence
    Arcane
    Wisdom
    Divine 14
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

    Spoiler:
    Steel Ibis Lamellar
    MM
    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:
    Quickdraw Shield
    MM
    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.

    Spoiler:
    Aegis of Recovery
    MM
    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.

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

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

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

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

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

    Spoiler:
    Kohl of Uncanny Discernment
    MM
    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.

    Allies
    Spoiler:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.

    Spoiler:
    Bal Themm
    MM
    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.

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

    Spoiler:
    Sebti the Crocodile
    MM
    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.

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

    Spoiler:
    Blessing of the Elements
    MM
    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.

    Current Hour:

    Curse of Withering:
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.


    Hours Remaining: 27

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Estra/Yewstance:
    Spoiler:
    Hourglass Card 1 Estra/Yewstance
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 2 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Lini/Bigguyinblack
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 3 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 3 Darago/AAUGHWHY
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 4 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 4 Qualzar/EmpTyger
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 5 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 5 Skizza/agent_eclipse
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 6 Estra/Yewstance:
    Spoiler:
    Hourglass Card 6 Estra/Yewstance
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 7 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Lini/Bigguyinblack
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 8 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 Darago/AAUGHWHY
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 9 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 9 Qualzar/EmpTyger
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 10 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 10 Skizza/agent_eclipse
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 11 Estra/Yewstance:
    Spoiler:
    Hourglass Card 11 Estra/Yewstance
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 12 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Lini/Bigguyinblack
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 13 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 Darago/AAUGHWHY
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 14 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 14 Qualzar/EmpTyger
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 15 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 15 Skizza/agent_eclipse
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 16 Estra/Yewstance:
    Spoiler:
    Hourglass Card 16 Estra/Yewstance
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 17 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Lini/Bigguyinblack
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 18 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 18 Darago/AAUGHWHY
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 19 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 19 Qualzar/EmpTyger
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 20 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 20 Skizza/agent_eclipse
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 21 Estra/Yewstance:
    Spoiler:
    Hourglass Card 21 Estra/Yewstance
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 22 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Lini/Bigguyinblack
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 23 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 23 Darago/AAUGHWHY
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 24 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 24 Qualzar/EmpTyger
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 25 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 25 Skizza/agent_eclipse
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 26 Estra/Yewstance:
    Spoiler:
    Hourglass Card 26 Estra/Yewstance
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 27 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 27 Lini/Bigguyinblack
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Location #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 5 Ba: 7 W: 1 Sp: 2 Ar: 2 I: 2 Al: 0 Bl: 5 ?: 6
    Located/Displayed Here: Skizza/agent_eclipse, Estra/Yewstance, Lini/Bigguyinblack, Darago/AAUGHWHY, Qualzar/EmpTyger, Create Mindscape, Safety Bubble, Ley Line are all DISPLAYED.

    Lightning Storm displayed:

    MM 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.

    Oblivion's Bridge Card 1:
    Canteen
    MM
    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.
    Oblivion's Bridge Card 2:
    Cenovath Swarm
    MM
    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.
    Oblivion's Bridge Card 3:
    Fate Blade
    MM
    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.
    Oblivion's Bridge Card 4:
    Elemental Mastery
    MM
    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.
    Oblivion's Bridge Card 5:
    Caravan Raider
    MM
    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.
    Oblivion's Bridge Card 6:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Oblivion's Bridge Card 7:
    Polymorph Gas
    MM
    Barrier 6
    Traits:
    Curse
    Trap
    Magic
    Poison
    To Defeat:
    Constitution
    Fortitude
    Intelligence
    Perception 14
    If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.
    Oblivion's Bridge Card 8:
    Word of Ra
    MM
    Barrier 6
    Traits:
    Lock
    Trap
    Fire
    To Defeat:
    Dexterity
    Disable
    Stealth 17
    If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.
    Oblivion's Bridge Card 9:
    Fiendish Sphinx
    MM
    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.
    Oblivion's Bridge Card 10:
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Oblivion's Bridge Card 11:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 12:
    Detect Undead
    MM
    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.
    Oblivion's Bridge Card 13:
    Catching Cape
    MM
    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.
    Oblivion's Bridge Card 14:
    Falcon Crown
    MM
    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.
    Oblivion's Bridge Card 15:
    Tar Tomb
    MM
    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.
    Oblivion's Bridge Card 16:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 17:
    Blessing of the Elements
    MM
    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.
    Oblivion's Bridge Card 18:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 19:
    Blessing of Bastet
    MM
    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.
    Oblivion's Bridge Card 20:
    Guecubu
    MM
    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.
    Oblivion's Bridge Card 21:
    Mummy Lord
    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
    Oblivion's Bridge Card 22:
    Blessing of Ra
    MM
    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.
    Oblivion's Bridge Card 23:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 24:
    The Evil Eye
    MM
    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.
    Oblivion's Bridge Card 25:
    Blessing of the Ancients
    MM
    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.
    Oblivion's Bridge Card 26:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 27:
    Blessing of the Ancients
    MM
    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.
    Oblivion's Bridge Card 28:
    Blast Glyph
    MM
    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.
    Oblivion's Bridge Card 29:
    Thousand Suns
    MM
    Barrier 6
    Traits:
    Trap
    Obstacle
    Magic
    To Defeat:
    Intelligence
    Perception
    Arcane
    Disable 18
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.
    Oblivion's Bridge Card 30:
    Sard
    MM
    Monster 6
    Traits:
    Plant
    Electricity
    Poison
    To Defeat:
    Combat 23
    The Sard is immune to the Electricity, Mental and Poison traits.
    After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.

  • The Exchange

    Deck Handler

    Starting Hand.

    Skizza wrote:

    Hand: Blessing of Milani, Enervating Pistol +3, Blasting Pistol +2, Blessing of Alkenstar C, Weaponrack Backpack, Scarab of Ptah, Deadeye Pistol +1,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Dragon Pistol +1: Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.
    Blasting Pistol +2: Discard this card to add 2d4 and the Force trait to a combat check by a character at your location.
    Deadeye Pistol +1: Shuffle this card into your deck to add 1d6 to a combat check by another character at your location.
    Enervating Pistol: +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4.
    Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
    Blessing of Sivanah: Discard this card to add 2 dice to any Intelligence or Charisma non-combat check. Or 1 die to any check.
    Cannon Master: Bury this card to add 2d6 and the Firearm trait to any combat check. Reduce all damage dealt in that check to 0."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Swiftshooter, Cannon Master, Eagle, Blessing of Alkenstar, Blessing of Alkenstar B, Tetisurah, Scarab Buckler, Blessing of Tsukiyo, Flaming Musket +2, Dragonbreath Shot, Lucky Rifle +2, Shock Bullets, Blessing of Old Deadeye
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: +2
    Ranged: +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    X
    POWERS:
    When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
    When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
    [X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
    [X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
    [ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.

    Off-Turn. Display Weaponrack Backpack and Deadeye Pistol +1.

    Earth Ossumental.
    Dexterity 13: 1d10 + 4 ⇒ (9) + 4 = 13

    Sard.
    Electricity Damage: 1d4 + 1 ⇒ (1) + 1 = 2
    Safety Bubble: 1d4 ⇒ 1
    Discard Blasting Pistol +2.
    Cannot suffer Curse of The Mummy.

    Acid Damage: 1d4 ⇒ 1
    Safety Bubble: 1d4 ⇒ 2

    Skizza wrote:

    Hand: Blessing of Milani, Enervating Pistol +3, Blessing of Alkenstar C, Scarab of Ptah,

    Displayed: Weaponrack Backpack, Deadeye Pistol +1,
    Deck: 13 Discard: 1 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Dragon Pistol +1: Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.
    Blasting Pistol +2: Discard this card to add 2d4 and the Force trait to a combat check by a character at your location.
    Deadeye Pistol +1: Shuffle this card into your deck to add 1d6 to a combat check by another character at your location.
    Enervating Pistol: +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4.
    Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
    Blessing of Sivanah: Discard this card to add 2 dice to any Intelligence or Charisma non-combat check. Or 1 die to any check.
    Cannon Master: Bury this card to add 2d6 and the Firearm trait to any combat check. Reduce all damage dealt in that check to 0."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of Alkenstar, Scarab Buckler, Tetisurah, Eagle, Lucky Rifle +2, Blessing of Alkenstar B, Blessing of Tsukiyo, Shock Bullets, Dragonbreath Shot, Blessing of Old Deadeye, Cannon Master, Flaming Musket +2, Swiftshooter
    Recharged:
    Discard Pile: Blasting Pistol +2,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: +2
    Ranged: +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    X
    POWERS:
    When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
    When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
    [X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
    [X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
    [ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.

    On-Turn.
    Hour of Withering. Curse of Withering displayed.

    Explore Card 1: Canteen.
    Craft 6: 1d8 + 3 + 1 + 1d4 ⇒ (1) + 3 + 1 + (1) = 6 Acquired.

    Discard Blessing of Milani to Explore Card 2: Cenovath Swarm.
    BYA: No Allies.
    Reveal Enervating Pistol +3.
    Combat 18: 1d8 + 4 + 2 + 1d8 + 3 ⇒ (5) + 4 + 2 + (3) + 3 = 17
    Activate Power to add 1d8 and Fire to check then suffer 1d4 Fire Damage.
    Power to Combat Check: 1d8 ⇒ 8 Defeated.
    Fire Damage: 1d4 ⇒ 4
    Safety Bubble: 1d4 ⇒ 1
    Recharge Scarab of Ptah to reduce Damage to 0.

    End Turn. Encounter Random Monster 1: Bonecrusher Hunter.
    Reveal Enervating Pistol +3. Recharge Canteen to add +1.
    Combat 15: 1d10 + 4 + 2 + 1d8 + 3 ⇒ (7) + 4 + 2 + (2) + 3 = 18

    Skizza wrote:

    Hand: Swiftshooter, Enervating Pistol +3, Dragonbreath Shot, Blessing of Alkenstar C, Blessing of Alkenstar, Shock Bullets, Blessing of Alkenstar B,

    Displayed: Weaponrack Backpack, Deadeye Pistol +1, Curse of Withering,
    Deck: 10 Discard: 2 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Dragon Pistol +1: Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.
    Blasting Pistol +2: Discard this card to add 2d4 and the Force trait to a combat check by a character at your location.
    Deadeye Pistol +1: Shuffle this card into your deck to add 1d6 to a combat check by another character at your location.
    Enervating Pistol: +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4.
    Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
    Blessing of Sivanah: Discard this card to add 2 dice to any Intelligence or Charisma non-combat check. Or 1 die to any check.
    Cannon Master: Bury this card to add 2d6 and the Firearm trait to any combat check. Reduce all damage dealt in that check to 0."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Cannon Master, Blessing of Old Deadeye, Lucky Rifle +2, Tetisurah, Flaming Musket +2, Eagle, Blessing of Tsukiyo, Scarab Buckler
    Recharged: Canteen, Scarab of Ptah,
    Discard Pile: Blasting Pistol +2, Blessing of Milani,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: +2
    Ranged: +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    X
    POWERS:
    When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
    When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
    [X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
    [X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
    [ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.


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

    Sard Electricity Damage: 1d4 + 1 - 1d4 ⇒ (2) + 1 - (1) = 2 Recharge Helm of Electric Radiance to reduce by 2 to 0
    Sard Poison Damage: 1d4 - 1d4 ⇒ (1) - (2) = -1

    Silver Crusade

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

    OFF-TURN
    Before Skizza explores, as per Estra's notes, Estra sends Restorative Touch to Recovery to heal herself 1d4 + 1 ⇒ (3) + 1 = 4 cards.

    Estra has all cards in her discard pile healed: (Javelin of Lightning, Channel the Gift, Honaire), but uses her power to instead set aside Honaire.
    Following the shuffle, Estra reloads Honaire with her power.

    Skizza should have rolled for Lightning Storm, so on Skizza's turn he rolls 1d4 ⇒ 1 for Lightning Storm.
    Safety Bubble prevents the 1 Electricity damage, so no retcon required.

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

    Estra starts her turn.
    Curse of Vulnerability discarded from the Blessings Deck, and Estra suffers it. Dang, that's one of the worse ones, if a temporary one - Safety Bubble won't help me now.

    SoT: Lightning Storm: 1d4 ⇒ 3 -> Oh, this is actually perfect; I didn't think of this!
    Estra suffers 3 Electricity damage, since Curse of Vulnerability means damage cannot be prevented. She has no cards in hand to discard to damage, but she suffered at least 2 Electricity damage so Curse of Vulnerability is banished!

    Perfect!

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

    Oblivion's Bridge Card 3: Fate Blade:

    MM
    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.
    Estra takes her free exploration to encounter the previously examined card.
    Divine 11 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (7) + 6 + (2) = 15 -> Pass.
    Acquired.

    Estra tries to heal herself as best she's able without lowering her shielding magic. She largely succeeds, but her lapse in concentration causes some of her magic to spill out, accidentally arcing out and melting a nearby ceremonial dagger.

    I don't want to risk AoE effects, so Estra ends her turn; choosing to banish Fate Blade, and summoning nothing.

    Estra attempts to recover all cards in her Recovery pile.
    Restorative Touch: Divine 10 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (10) + 6 + (2) = 18 -> Restorative Touch recharged.

    Estra resets her hand.

    Estra wrote:

    Hand: Javelin of Lightning, Channel the Gift, Khepresh of Refuge, Phoenix Cloak, The Olivaro Opuscules, Honaire, Bound Lantern Archon,

    Displayed: Safety Bubble, Create Mindscape, Ley Line,
    Deck: 12 Discard: 0 Buried: 0
    Hero Points: 3

    At the start of Lini's turn...

    Estra sends Channel the Gift to Recovery to search and draw Restorative Touch from her deck. Deck shuffled.

    Estra sends Bound Lantern Archon to Recovery to examine the top 3 cards of her deck, re-arrange them as follows...
    Neferekhu
    Flame Staff (Core)
    Summon Hellhounds

    Then draws Neferekhu.

    Estra buries The Olivaro Opuscules to display 3 random allies with Diplomacy as a check to acquire...

    Random Ally 2: Bal Themm:

    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma Diplomacy 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.
    Random Ally 4: Aunty:

    MM
    Ally C
    Traits:
    Human
    Cleric
    To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
    Discard this card to examine the top 3 cards of your location. Then you may explore your location.
    Random Ally 5: Sebti the Crocodile:

    MM
    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.
    Estra may play any of these allies as if they were in her hand - when she does so, or at the end of the scenario, they get banished.

    "

    Estra wrote:

    Hand: Javelin of Lightning, Restorative Touch, Khepresh of Refuge, Phoenix Cloak, Honaire, Neferekhu,

    Displayed: Safety Bubble, Create Mindscape, Ley Line, Bal Themm (Olivaro Opuscules), Aunty (Olivaro Opuscules), Sebti the Crocodile (Olivaro Opuscules),
    Deck: 10 Discard: 0 Buried: 1
    Hero Points: 3
    NOTES:
    Available Support: Neferekhu! - You know the drill; +2 dice to noncombat Wisdom and Knowledge checks, and I'll keep drawing cards. Create Mindscape means I auto-pass the Diplomacy 8 checks required.
    Phoenix Cloak - Display to add 3d4 and Fire to a local combat check; I'm going to want to do this sooner or later!
    Restorative Touch - Recovery to heal a local character 1d4+1 cards and de-scourge twice
    Cleanser of Abominations - During my turn, I can use my player boon (which I've been saving for the endgame) to remove a scourge from a player. I have 3 uses left.
    Other: At the end of Lini's turn, I have 2 recharge checks to make, both of which will let me draw cards thanks to Neferekhu, and bringing Summon Hellhounds to hand. Summon Hellhounds can add +2d6 to all of our combat checks (at a price I am comfortable paying).

    I mostly recommend de-scourging the following Curses...
    Vulnerability (conditional)
    Ravenous (conditional)
    Withering (conditional)
    Fevered Dreams (always)

    I don't consider the remaining scourges to be that bad, at least not in this scenario, and we'll be scourged a lot.

    Deck, Discard, Buried:

    Reloaded: Summon Hellhounds, Flame Staff (Core),
    Middle of Deck (Unknown Order): Psychic Rager, Blessing of the All-Seeing Eye, Psychic Surgery, Stained Glass Elemental, Pious Healer, Mythopoeic Sphinx, Hypercognition, Blessing of the Lady of Graves
    Recharged:
    Discard Pile:
    Buried Pile: The Olivaro Opuscules,

    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 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    *Diplomacy: Charisma +3

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armor
    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.
    [X] 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.
    "


    The power of Oblivion's Bridge (Location) means that Skizza did not succeed at the check to acquire Canteen, so it should be removed from his deck.

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

    During This Adventure: =
    PLAYER HANDS || LOOT || HENCHMAN / VILLAINS / SUMMONS
    Transition Guide image || Conversion Guide link
    =

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario: =
    • After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.
    • To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    • At the end of your turn, banish a card or roll 1d2, then summon and encounter a random monster (1) or barrier (2); if the summoned card is not defeated, discard 1d4 cards from the top of your character deck.
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Create Mindscape: Add 1d4 to Intelligence, Wisdom, and Charisma checks.
    Safety Bubble: When a character is dealt damage, reduce it by 1d4.
    Ley Line: Any character may freely recharge a card to add 1 die to his check that invokes the Magic trait.

    Additional Rules: THREAT LIST:

  • Villain: Ushering of Oblivion
  • Henchmen: Will of Ahriman (x5)

    Card limitations apply - only a finite number of each curse exists in the Mummy's Mask box, so if you suffer a scourge that has no card left to be drawn you do not suffer it. This is particularly relevant in this scenario, so I will track them in the spoiler below so you know which scourges you can't suffer if an effect (besides the blessings deck) inflicts it on you.

    CURSES REMAINING IN BOX:

    Curse of Poisoning: 2/8
    Curse of Vulnerability: 1/3
    Curse of Daybane: 0/3
    Curse of the Ravenous: 1/3
    Curse of Withering: 0/3
    Curse of Fevered Dreams: 0/3
    Curse of the Sphinx: 0/3
    Curse of Blindness: 0/3
    Curse of the Mummy: 0/3

    Scenario Level (#): 6

    Turn: 5, Lini/Bigguyinblack

    Random Cards:

    Monsters
    Spoiler:
    Bonestorm
    MM
    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.

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

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

    Spoiler:
    Living Sandstorms
    MM
    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.

    Spoiler:
    Dark Stalker
    MM
    Monster 2
    Traits:
    Caligni
    Veteran
    To Defeat:
    Combat 12
    The difficulty to defeat is increased by the scenario's adventure deck number.
    After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
    If undefeated, the Dark Stalker deals 2 Poison damage to you.

    Barriers
    Spoiler:
    Sightless Starvation
    MM
    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:
    Poison Spiked Pit Trap
    MM
    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.

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

    Spoiler:
    Sightless Starvation
    MM
    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:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.

    Weapons
    Spoiler:
    Shocking Scimitar +2
    MM
    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.

    Spoiler:
    Returning Throwing Axe +1
    MM
    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.

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

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

    Spells
    Spoiler:
    Eruption
    MM
    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.

    Spoiler:
    Ice Storm
    MM
    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.

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

    Spoiler:
    Commune
    MM
    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:
    Volcanic Storm
    MM
    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.

    Armors
    Spoiler:
    Aegis of Recovery
    MM
    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.

    Spoiler:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

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

    Spoiler:
    Elemental Brass Mail
    MM
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    OR Intelligence
    Arcane
    Wisdom
    Divine 14
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

    Spoiler:
    Parade Armor
    MM
    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.

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

    Spoiler:
    Jet of Anubis
    MM
    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.

    Spoiler:
    Necklace of Fireballs
    MM
    Item 4
    Traits:
    Accessory
    Attack
    Fire
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    For your combat check, banish this card to roll 3d6+12.
    After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.

    Spoiler:
    Wand of Scorching Ray
    MM
    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.

    Spoiler:
    Ring of the Godless
    MM
    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.

    Allies
    Spoiler:
    Fortune-Teller
    MM
    Ally 6
    Traits:
    Human
    Oracle
    To Acquire:
    Charisma
    Diplomacy 11
    At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
    Discard this card to explore your location.

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

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

    Spoiler:
    Falto
    MM
    Ally C
    Traits:
    Human
    Rogue
    Hireling
    To Acquire:
    Charisma
    Diplomacy 10
    If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
    Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
    Discard this card to explore your location.

    Spoiler:
    Pakesket
    MM
    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.

    Blessings
    Spoiler:
    Blessing of Horus
    MM
    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:
    Blessing of Ra
    MM
    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.

    Spoiler:
    Blessing of the Ancients
    MM
    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
    MM
    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
    MM
    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.

    Current Hour:

    Curse of Fevered Dreams:
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.


    Hours Remaining: 25

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Darago/AAUGHWHY
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 2 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 2 Qualzar/EmpTyger
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 3 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 3 Skizza/agent_eclipse
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 4 Estra/Yewstance:
    Spoiler:
    Hourglass Card 4 Estra/Yewstance
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 5 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Lini/Bigguyinblack
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 6 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 6 Darago/AAUGHWHY
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 7 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 7 Qualzar/EmpTyger
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 8 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 8 Skizza/agent_eclipse
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 9 Estra/Yewstance:
    Spoiler:
    Hourglass Card 9 Estra/Yewstance
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 10 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Lini/Bigguyinblack
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 11 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 11 Darago/AAUGHWHY
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 12 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 12 Qualzar/EmpTyger
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 13 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 13 Skizza/agent_eclipse
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 14 Estra/Yewstance:
    Spoiler:
    Hourglass Card 14 Estra/Yewstance
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 15 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Lini/Bigguyinblack
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 16 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 16 Darago/AAUGHWHY
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 17 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 17 Qualzar/EmpTyger
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 18 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 18 Skizza/agent_eclipse
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 19 Estra/Yewstance:
    Spoiler:
    Hourglass Card 19 Estra/Yewstance
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 20 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 20 Lini/Bigguyinblack
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 21 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 21 Darago/AAUGHWHY
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 22 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 22 Qualzar/EmpTyger
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 23 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 23 Skizza/agent_eclipse
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 24 Estra/Yewstance:
    Spoiler:
    Hourglass Card 24 Estra/Yewstance
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 25 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 25 Lini/Bigguyinblack
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Location #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 5 Ba: 7 W: 1 Sp: 2 Ar: 2 I: 2 Al: 0 Bl: 5 ?: 6
    Located/Displayed Here: Skizza/agent_eclipse, Estra/Yewstance, Lini/Bigguyinblack, Darago/AAUGHWHY, Qualzar/EmpTyger, Create Mindscape, Safety Bubble, Ley Line are all DISPLAYED.

    Lightning Storm displayed:

    MM 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.

    Oblivion's Bridge Card 1:
    Canteen
    MM
    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.
    Oblivion's Bridge Card 2:
    Cenovath Swarm
    MM
    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.
    Oblivion's Bridge Card 3:
    Fate Blade
    MM
    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.
    Oblivion's Bridge Card 4:
    Elemental Mastery
    MM
    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.
    Oblivion's Bridge Card 5:
    Caravan Raider
    MM
    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.
    Oblivion's Bridge Card 6:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Oblivion's Bridge Card 7:
    Polymorph Gas
    MM
    Barrier 6
    Traits:
    Curse
    Trap
    Magic
    Poison
    To Defeat:
    Constitution
    Fortitude
    Intelligence
    Perception 14
    If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.
    Oblivion's Bridge Card 8:
    Word of Ra
    MM
    Barrier 6
    Traits:
    Lock
    Trap
    Fire
    To Defeat:
    Dexterity
    Disable
    Stealth 17
    If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.
    Oblivion's Bridge Card 9:
    Fiendish Sphinx
    MM
    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.
    Oblivion's Bridge Card 10:
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Oblivion's Bridge Card 11:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 12:
    Detect Undead
    MM
    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.
    Oblivion's Bridge Card 13:
    Catching Cape
    MM
    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.
    Oblivion's Bridge Card 14:
    Falcon Crown
    MM
    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.
    Oblivion's Bridge Card 15:
    Tar Tomb
    MM
    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.
    Oblivion's Bridge Card 16:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 17:
    Blessing of the Elements
    MM
    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.
    Oblivion's Bridge Card 18:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 19:
    Blessing of Bastet
    MM
    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.
    Oblivion's Bridge Card 20:
    Guecubu
    MM
    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.
    Oblivion's Bridge Card 21:
    Mummy Lord
    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
    Oblivion's Bridge Card 22:
    Blessing of Ra
    MM
    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.
    Oblivion's Bridge Card 23:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 24:
    The Evil Eye
    MM
    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.
    Oblivion's Bridge Card 25:
    Blessing of the Ancients
    MM
    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.
    Oblivion's Bridge Card 26:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 27:
    Blessing of the Ancients
    MM
    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.
    Oblivion's Bridge Card 28:
    Blast Glyph
    MM
    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.
    Oblivion's Bridge Card 29:
    Thousand Suns
    MM
    Barrier 6
    Traits:
    Trap
    Obstacle
    Magic
    To Defeat:
    Intelligence
    Perception
    Arcane
    Disable 18
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.
    Oblivion's Bridge Card 30:
    Sard
    MM
    Monster 6
    Traits:
    Plant
    Electricity
    Poison
    To Defeat:
    Combat 23
    The Sard is immune to the Electricity, Mental and Poison traits.
    After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.


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

    Lini is cursed. Curse of Fevered Dreams.

    Lightning Storm: 1d4 ⇒ 2
    safety bubble: 1d4 ⇒ 1 Discard Blessing of Sivanah.

    Send Hand of the Honest Man to recovery to banish Lini's Curse of Fevered Dreams. Take free explore.

    Oblivion's Bridge Card 4: Elemental Mastery:

    MM
    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.

    divine 11 Estra reveals, Neferekhu, Lini reveals an ally, Aided by Create Mindscape: 3d10 + 2d4 + 9 ⇒ (8, 9, 3) + (1, 4) + 9 = 34 33 succeeds. Estra draws Flame Staff (Core)

    End turn. Banish Elemental Mastery instead of the end of turn encounter.

    Divine 8 to recover Hand of the Honest Man aided by Neferekhu, revealing an animal, aided by Create Mindscape: 3d10 + 2d4 + 9 ⇒ (4, 9, 5) + (2, 3) + 9 = 32 30 succeeds. Estra draws Summon Hellhounds then presumably 2 more cards after her recoveries.

    Lini wrote:

    Hand: Pteranodon, Divine Blaze, Vampire Bat, Death's Touch, Fire Snake, Life Lantern, Blessing of the All-Seeing Eye,

    Displayed:
    Deck: 11 Discard: 3 Buried: 0
    "Current Location: OBLIVION'S BRIDGE
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.

    Movement: Move me to the if my location closes.
    Other: Hi I'm Lini! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Pyrotechnic Blast, Binder's Tome, Channel the Gift, Breath of Life, Vengeful Storm, Restorative Touch, Skyplate Armor, Velociraptor, Blessing of the Seventh Veil, Mastiff
    Recharged: Hand of the Honest Man,
    Discard Pile: Blessing of Milani, Frilled Lizard, Blessing of Sivanah,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Intelligence +3
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: X
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    [X] Weapon [ ]Light Armor (hand size)
    POWERS:
    When you play an ally with the animal trait, you may recharge it instead of discarding it.
    You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([x] +4) to your check.
    You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.

    Oblivion's Bridge Card 4 acquired then banished at end of turn.

    Estra draws a total of 4 cards.

    Silver Crusade

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

    OFF-TURN
    Estra draws Flame Staff (Core) and Summon Hellhounds.

    Estra attempts to recover all cards in her Recovery pile.
    Channel the Gift: Divine 14 (Neferekhu, Create Mindscape): 3d10 + 6 + 1d4 ⇒ (4, 2, 3) + 6 + (3) = 18 -> Channel the Gift recharged.
    Neferekhu: Estra draws Psychic Surgery.

    Bound Lantern Archon: Divine 10 (Neferekhu, Create Mindscape): 3d10 + 6 + 1d4 ⇒ (4, 10, 9) + 6 + (1) = 30 -> Bound Lantern Archon recharged.
    Neferekhu: Estra draws Blessing of the Lady of Graves.

    Estra wrote:

    Hand: Javelin of Lightning, Restorative Touch, Khepresh of Refuge, Phoenix Cloak, Honaire, Neferekhu, Flame Staff (Core), Summon Hellhounds, Psychic Surgery, Blessing of the Lady of Graves,

    Displayed: Safety Bubble, Create Mindscape, Ley Line, Bal Themm (Olivaro Opuscules), Aunty (Olivaro Opuscules), Sebti the Crocodile (Olivaro Opuscules),
    Deck: 8 Discard: 0 Buried: 1
    Hero Points: 3
    "NOTES:
    Available Support: Neferekhu! - You know the drill; +2 dice to noncombat Wisdom and Knowledge checks, and I'll keep drawing cards. Create Mindscape means I auto-pass the Diplomacy 8 checks required.
    Phoenix Cloak - Display to add 3d4 and Fire to a local combat check; I'm going to want to do this sooner or later!
    Restorative Touch - Recovery to heal a local character 1d4+1 cards and de-scourge twice
    Summon Hellhounds - Freely display to add 2d6 and Fire to all local combat checks until the end my next turn - use for rough encounters!
    Psychic Surgery - Heal up to 6 Blessings, Allies and Spells from a player's discard.
    Blessing of the Lady of Graves - Bury to add your Wisdom die post-roll, or discard to doubly-bless against Undead.
    Cleanser of Abominations - During my turn, I can use my player boon (which I've been saving for the endgame) to remove a scourge from a player. I have 3 uses left.
    Other: Remember to use my spells heavily, including for healing and de-scourging - I actually draw a new card after each Recovery check, so I could even repeatedly draw and cast them if they're used frequently enough! Just don't try to combine too much of Estra's card-draw with Summon Hellhounds.

    I mostly recommend de-scourging the following Curses...
    Vulnerability (conditional)
    Ravenous (conditional)
    Withering (conditional)
    Fevered Dreams (always)

    I don't consider the remaining scourges to be that bad, at least not in this scenario, and we'll be scourged a lot.
    "


    During This Adventure: =
    PLAYER HANDS || LOOT || HENCHMAN / VILLAINS / SUMMONS
    Transition Guide image || Conversion Guide link
    =

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario: =
    • After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.
    • To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    • At the end of your turn, banish a card or roll 1d2, then summon and encounter a random monster (1) or barrier (2); if the summoned card is not defeated, discard 1d4 cards from the top of your character deck.
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Create Mindscape: Add 1d4 to Intelligence, Wisdom, and Charisma checks.
    Safety Bubble: When a character is dealt damage, reduce it by 1d4.
    Ley Line: Any character may freely recharge a card to add 1 die to his check that invokes the Magic trait.

    Additional Rules: THREAT LIST:

  • Villain: Ushering of Oblivion
  • Henchmen: Will of Ahriman (x5)

    Card limitations apply - only a finite number of each curse exists in the Mummy's Mask box, so if you suffer a scourge that has no card left to be drawn you do not suffer it. This is particularly relevant in this scenario, so I will track them in the spoiler below so you know which scourges you can't suffer if an effect (besides the blessings deck) inflicts it on you.

    CURSES REMAINING IN BOX:

    Curse of Poisoning: 2/8
    Curse of Vulnerability: 1/3
    Curse of Daybane: 0/3
    Curse of the Ravenous: 1/3
    Curse of Withering: 0/3
    Curse of Fevered Dreams: 1/3
    Curse of the Sphinx: 0/3
    Curse of Blindness: 0/3
    Curse of the Mummy: 0/3

    Scenario Level (#): 6

    Turn: 6, Darago/AAUGHWHY

    Random Cards:

    Monsters
    Spoiler:
    Ghoul
    MM
    Monster 1
    Traits:
    Undead
    Ghoul
    To Defeat:
    Combat 11
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Spoiler:
    Ecorche
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 20
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.

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

    Spoiler:
    Bonecrusher Hunter
    MM
    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.

    Spoiler:
    Geniekin
    MM
    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.

    Barriers
    Spoiler:
    Hungry Fog
    MM
    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.

    Spoiler:
    Sightless Starvation
    MM
    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:
    Curse of Teeth and Fleas
    MM
    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.

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

    Spoiler:
    Corridor Dart Trap
    MM
    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.

    Weapons
    Spoiler:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.

    Spoiler:
    Glacial Hunga Munga
    MM
    Weapon 6
    Traits:
    Axe
    Ranged
    Piercing
    Cold
    Magic
    To Acquire:
    Strength
    Melee 13
    For your combat check, reveal this card to use your Strength + 1d6 +2. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add your Strength or Melee skill to the check.

    Spoiler:
    Spellsword +2
    MM
    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:
    Fate Blade
    MM
    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:
    Icy Longspear +1
    MM
    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.

    Spells
    Spoiler:
    Canopic Conversion
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check.
    When you would discard this crd for its power; if you do not have either the Arcane or Divine skill, banish it instead; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Spoiler:
    Lightning Bolt
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 8
    For your combat check, discard this card to roll your Arcane skill + 3d6.
    After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Rhino Hide Armor
    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to reroll a die on your Strength check; take the new result.

    Spoiler:
    Shield of Fire Resistance
    MM
    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:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Spoiler:
    Shield Cloak
    MM
    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.

    Spoiler:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Items
    Spoiler:
    Mumia
    MM
    Item 2
    Traits:
    Liquid
    Alchemical
    Mummy
    To Acquire:
    Intelligence
    Craft 8
    Banish this card to banish a displayed card that has the Curse trait.
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

    Spoiler:
    Glyphbane Gloves
    MM
    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.

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

    Spoiler:
    Embalming Fluid
    MM
    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.


    Spoiler:
    Ring of Stony Flesh
    MM
    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.

    Allies
    Spoiler:
    Kafar
    MM
    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.

    Spoiler:
    Library Curator
    MM
    Ally 3
    Traits:
    Human
    Cleric
    To Acquire:
    Intelligence
    Knowledge 8
    OR Charisma
    Diplomacy 9
    Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of recharging it and discard a card.
    Discard this card to explore your location.

    Spoiler:
    Freed Soul
    MM
    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:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    To acquire this card, be dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

    Spoiler:
    Falto
    MM
    Ally C
    Traits:
    Human
    Rogue
    Hireling
    To Acquire:
    Charisma
    Diplomacy 10
    If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location.
    Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
    Discard this card to explore your location.

    Blessings
    Spoiler:
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

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

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

    Spoiler:
    Blessing of Maat
    MM
    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.

    Current Hour:

    Curse of Blindness:
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.


    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 1 Qualzar/EmpTyger
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 2 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 2 Skizza/agent_eclipse
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 3 Estra/Yewstance:
    Spoiler:
    Hourglass Card 3 Estra/Yewstance
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 4 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Lini/Bigguyinblack
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 5 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Darago/AAUGHWHY
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 6 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 6 Qualzar/EmpTyger
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 7 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 7 Skizza/agent_eclipse
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 8 Estra/Yewstance:
    Spoiler:
    Hourglass Card 8 Estra/Yewstance
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 9 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Lini/Bigguyinblack
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 10 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 10 Darago/AAUGHWHY
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 11 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 11 Qualzar/EmpTyger
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 12 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 12 Skizza/agent_eclipse
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 13 Estra/Yewstance:
    Spoiler:
    Hourglass Card 13 Estra/Yewstance
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 14 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Lini/Bigguyinblack
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 15 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 15 Darago/AAUGHWHY
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 16 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 16 Qualzar/EmpTyger
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 17 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 17 Skizza/agent_eclipse
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 18 Estra/Yewstance:
    Spoiler:
    Hourglass Card 18 Estra/Yewstance
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 19 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 19 Lini/Bigguyinblack
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 20 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 20 Darago/AAUGHWHY
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 21 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 21 Qualzar/EmpTyger
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 22 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 22 Skizza/agent_eclipse
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 23 Estra/Yewstance:
    Spoiler:
    Hourglass Card 23 Estra/Yewstance
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 24 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 24 Lini/Bigguyinblack
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Location #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 4 Ba: 7 W: 0 Sp: 1 Ar: 2 I: 1 Al: 0 Bl: 5 ?: 6
    Located/Displayed Here: Skizza/agent_eclipse, Estra/Yewstance, Lini/Bigguyinblack, Darago/AAUGHWHY, Qualzar/EmpTyger, Create Mindscape, Safety Bubble, Ley Line are all DISPLAYED.

    Lightning Storm displayed:

    MM 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.

    Oblivion's Bridge Card 1:
    Caravan Raider
    MM
    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.
    Oblivion's Bridge Card 2:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Oblivion's Bridge Card 3:
    Polymorph Gas
    MM
    Barrier 6
    Traits:
    Curse
    Trap
    Magic
    Poison
    To Defeat:
    Constitution
    Fortitude
    Intelligence
    Perception 14
    If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.
    Oblivion's Bridge Card 4:
    Word of Ra
    MM
    Barrier 6
    Traits:
    Lock
    Trap
    Fire
    To Defeat:
    Dexterity
    Disable
    Stealth 17
    If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.
    Oblivion's Bridge Card 5:
    Fiendish Sphinx
    MM
    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.
    Oblivion's Bridge Card 6:
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Oblivion's Bridge Card 7:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 8:
    Detect Undead
    MM
    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.
    Oblivion's Bridge Card 9:
    Catching Cape
    MM
    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.
    Oblivion's Bridge Card 10:
    Falcon Crown
    MM
    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.
    Oblivion's Bridge Card 11:
    Tar Tomb
    MM
    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.
    Oblivion's Bridge Card 12:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 13:
    Blessing of the Elements
    MM
    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.
    Oblivion's Bridge Card 14:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 15:
    Blessing of Bastet
    MM
    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.
    Oblivion's Bridge Card 16:
    Guecubu
    MM
    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.
    Oblivion's Bridge Card 17:
    Mummy Lord
    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
    Oblivion's Bridge Card 18:
    Blessing of Ra
    MM
    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.
    Oblivion's Bridge Card 19:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 20:
    The Evil Eye
    MM
    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.
    Oblivion's Bridge Card 21:
    Blessing of the Ancients
    MM
    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.
    Oblivion's Bridge Card 22:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 23:
    Blessing of the Ancients
    MM
    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.
    Oblivion's Bridge Card 24:
    Blast Glyph
    MM
    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.
    Oblivion's Bridge Card 25:
    Thousand Suns
    MM
    Barrier 6
    Traits:
    Trap
    Obstacle
    Magic
    To Defeat:
    Intelligence
    Perception
    Arcane
    Disable 18
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.
    Oblivion's Bridge Card 26:
    Sard
    MM
    Monster 6
    Traits:
    Plant
    Electricity
    Poison
    To Defeat:
    Combat 23
    The Sard is immune to the Electricity, Mental and Poison traits.
    After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.


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

    Hour is Curse of Blindness. The timing works so that it doesn't happen this turn, right?

    Lightning Storm: 1d4 ⇒ 2
    Safety Bubble: 1d4 ⇒ 1 Discard Iceblade Spelldagger as damage. There's no more Curse of the Mummys in the box.

    Darago's vision does dark and he crouches to the ground, not wanting to stumble off the edge of the pyramid and plummet all the way down to the desert below. Someone helps him to his feet and he graciously thanks them, but then he stops to think... This individual is much too tall for either of the gnomes or Skizza, feels too solid for Honaire, and it seems unlikely that Estra would be able to support his weight... Darago can feel the stranger searching through is pack. Free explore, encounter Caravan Raider. Play Disintegrate for Arcane+. Mindscape adds 1d4. Mask adds 2.

    Combat 17: 1d10 + 4d6 + 1d4 + 8 ⇒ (10) + (6, 4, 2, 5) + (1) + 8 = 36 Location power subtracts 3. Total is 33. Add Caravan Raider to hand

    Darago can feel the sand brush against his face. A piece from his Game of Afterlife clacks on the floor. Skizza is cured of Curse of Withering

    End of turn banish Caravan Raider to not summon bane

    Recharge Disintegrate Arcane 16: 1d10 + 1d4 + 9 ⇒ (3) + (3) + 9 = 15
    Recharge Game of Afterlife INT 8: 1d10 + 1d4 + 7 ⇒ (4) + (3) + 7 = 14

    "

    Darago wrote:

    Hand: Volcanic Storm, Magnetic Grimoire, Cloudburst, Phoenix Cloak, Blessing of Pharasma, Fire Snake, Mask of the Forgotten Pharaoh,

    Displayed: Curse of Blindness,
    Deck: 11 Discard: 4 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Grimoire: +1d4 to local check that invokes Fire, Acid, Electricity, Cold, Poison
    Pharasma: +2 dice when spell is played

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Headband of Epic Intelligence, Ice and Fire, Blessing of Master of Masters, Fox (Core), Elemental Treaty, Dune of Doom, Icy Prison (Core)
    Recharged: Bound Lantern Archon, Death's Touch, Helm of Electric Radiance, Game of Afterlife,
    Discard Pile: Blessing of Isis, Blessing of the Seventh Veil, Iceblade Spelldagger, Disintegrate,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☑ +1 ☑ +2 ☐ +3
    Fortitude: Constitiution +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3

    Charisma d6 ☐ +1 ☐ +2
    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    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 ([X]+1) ([ ]+2) to your check([X] or a check by any character at the location).
    [X] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.

    [/spoiler]"

    Silver Crusade

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

    Making my Neferekhu rolls, as Oblivion Bridge makes them matter!

    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (2) + 6 + (4) = 12 -> No issue.
    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (3) + 6 + (2) = 11 -> Close; that's "9", the lowest legal result, but no issue.
    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (10) + 6 + (1) = 17 -> No issue.
    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (3) + 6 + (4) = 13 -> No issue.


    Male Gnome Sorcerer/Impeller Deck Handler

    Blessing 1: Fevered Dreams' o'clock
    Curse of Fevered Dreams is displayed

    Curse of Fevered Dreams:
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.


    Lightning Storm: 1d4 ⇒ 4
    Lightning Storm is banished
    Displaying Mist Horn at Oblivion's Bridge

    The lightning had stopped, but the stormclouds lingered. Qualzar activated his magic horn, pulling the clouds down into the bubble, cloaking them in a fine mist. A hazy heat settled around the gnome.

    Exploring Oblivion's Bridge 2: Helpful Haversack

    Helpful Haversack:
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.

    Using Create Mindscape
    INT 6: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (1) = 5
    Oblivion's Bridge: -2=3. Helpful Haversack is banished

    Qualzar took ahold of a backpack of supplies, and spoke to it. "I'm afraid we're going to have to let you go." Before anyone could stop him, he tossed it out into the void. "You're sacked."

    Discarding Velociraptor to explore Oblivion's Bridge 3: Polymorph Gas

    Polymorph Gas:
    MM
    Barrier 6
    Traits:
    Curse
    Trap
    Magic
    Poison
    To Defeat:
    Constitution
    Fortitude
    Intelligence
    Perception 14
    If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.

    Using Create Mindscape, using Ley Line by recharging Blizzard. Darago reveals Magnetic Tome. Estra reveals Neferekhu and must make a Diplomacy 8 check or display Curse of the Withered
    Perception 14: 4d6 + 2 + 1d4 + 1d4 ⇒ (1, 6, 6, 5) + 2 + (3) + (4) = 27
    Oblivion's Bridge: -1=26. Polymorph Gas is banished

    The sorcerer noticed that the mist was reacting to something. "Look Neferekhu, it's following me home! Can I keep it?" The gnome reshaped the mist into a cloudy dinosaur. "A new pet! I'll call you Misty."

    Discarding Blessing of Pharasma to explore Oblivion's Bridge 4: Word of Ra

    Word of Ra:
    Word of Ra
    MM
    Barrier 6
    Traits:
    Lock
    Trap
    Fire
    To Defeat:
    Dexterity
    Disable
    Stealth 17
    If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.

    Darago reveals Magnetic Tome. Skizza discards Blessing of Alkenstar
    DEX 17: 1d6 + 1d4 + 1d12 ⇒ (4) + (1) + (7) = 12
    Oblivion's Bridge: -1=11
    Fire damage, Safety Bubble: 2d4 - 1d4 ⇒ (2, 1) - (2) = 1
    Discarding Khai-Utef for 1 Fire damage
    Everyone has to take 2d4 Fire damage
    Word of Ra is shuffled back into Oblivion's Bridge (unless someone wants to avenge?)

    Qualzar saw a button labeled with but a single word: "Ra." The gnome gasped. He'd heard rumors of this god-crafted trap, but to actually get to experience it? Only the steadiest hand could disarm it, a tough task under normal circumstances; and a plummeting sky-pyramid was certainly not normal. There was nothing to do but enjoy the explosion of solar energy. And Qualzar did. "That... was... awesome!"

    Ending turn.
    Bane type (1=Monster, 2=Barrier): 1d2 ⇒ 2
    Summoning Random Barrier 1: Hungry Fog

    Hungry Fog:
    MM
    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.

    Using Create Mindscape, using Ley Line by recharging Dominate. Estra reveals Neferekhu and must make a Diplomacy 8 check or display Curse of the Withered
    Perception 10: 4d6 + 2 + 1d4 ⇒ (6, 2, 5, 3) + 2 + (3) = 21
    Oblivion's Bridge: -2=19. Hungry Fog is banished

    Qualzar noticed his new pet mist-spirit was getting a little restless. "Aw, little Misty's getting hungry! Better feed you before you devour us all!" the gnome said with cheery responsibility.

    Resetting hand
    Curse of Fevered Dreams: 1d4 + 1 ⇒ (4) + 1 = 5
    Recharging hand and drawing 5 cards

    Seemingly oblivious to the solar scorching which had just happened, Qualzar wiped his brow. "It's getting hot in here, isn't it?" He didn't realize that the droplets on his forehead weren't condensation from the mist, but rather beads of fevered sweat.

    Qualzar wrote:

    Hand: Icy Prison, Life Leech, Scarab of Mummy Defense (bury to banish all Curses a local character has), Clockwork Owl, Wall of Fire,

    Displayed: Mist Horn (display at any location to prevent 3 monster damage until start of my turn), Curse of Fevered Dreams,
    Deck: 13 Discard: 3 Buried: 0
    Notes: Until the start of Qualzar's next turn, Mist Horn prevents 3 monster damage
    Ask before using:
    Can use without asking: Scarab of Mummy Defense

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: Arcane, Mental
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) ([X] +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.
    [X] 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.

    Hero points: 6

    Silver Crusade

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

    OFF-TURN
    Qualzar used Neferekhu vs Polymorph Gas.
    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (3) + 6 + (4) = 13 -> Pass; Estra draws Mythopoeic Sphinx.

    Word of Ra: Fire Damage (Safety Bubble): 2d4 - 1d4 ⇒ (4, 3) - (3) = 4 -> Estra suffers 4 Fire Damage, then displays Phoenix Cloak to reduce Fire damage suffered to 0. Phew!

    Lini used Neferekhu vs Word of Ra (Avenged).
    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (8) + 6 + (4) = 18 -> Pass; Estra draws Blessing of the All-Seeing Eye.

    Qualzar used Neferekhu vs Hungry Fog.
    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (2) + 6 + (3) = 11 -> Technically the minimum result of 9 again, but pass; Estra draws Stained Glass Elemental.

    Estra wrote:

    Hand: Javelin of Lightning, Restorative Touch, Summon Hellhounds, Psychic Surgery, Khepresh of Refuge, Flame Staff (Core), Mythopoeic Sphinx, Honaire, Neferekhu, Stained Glass Elemental, Blessing of the Lady of Graves, Blessing of the All-Seeing Eye,

    Displayed: Safety Bubble, Create Mindscape, Ley Line, Phoenix Cloak, Bal Themm (Olivaro Opuscules), Aunty (Olivaro Opuscules), Sebti the Crocodile (Olivaro Opuscules),
    Deck: 5 Discard: 0 Buried: 1
    Hero Points: 3
    "NOTES:
    Available Support: Neferekhu! - You know the drill; +2 dice to noncombat Wisdom and Knowledge checks, and I'll keep drawing cards. Create Mindscape means I auto-pass the Diplomacy 8 checks required.
    Restorative Touch - Recovery to heal a local character 1d4+1 cards and de-scourge twice
    Summon Hellhounds - Freely display to add 2d6 and Fire to all local combat checks until the end my next turn - use for rough encounters!
    Psychic Surgery - Heal up to 6 Blessings, Allies and Spells from a player's discard.
    Blessing of the Lady of Graves - Bury to add your Wisdom die post-roll, or discard to doubly-bless against Undead.
    Cleanser of Abominations - During my turn, I can use my player boon (which I've been saving for the endgame) to remove a scourge from a player. I have 3 uses left.
    Other: Remember to use my spells heavily, including for healing and de-scourging - I actually draw a new card after each Recovery check, so I could even repeatedly draw and cast them if they're used frequently enough! Just don't try to combine too much of Estra's card-draw with Summon Hellhounds.

    I mostly recommend de-scourging the following Curses...
    Vulnerability (conditional)
    Ravenous (conditional)
    Withering (conditional)
    Fevered Dreams (always)

    I don't consider the remaining scourges to be that bad, at least not in this scenario, and we'll be scourged a lot.
    "


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

    fire damage from Word of Ra: 2d4 ⇒ (1, 4) = 5
    safety bubble: 1d4 ⇒ 4

    Discard Divine Blaze to damage. Bury Life Lantern to avenge.

    Stealth 17 casting Fire Snake, Estra reveals Neferekhu, Darago reveals Magnetic Grimoire, Lini reveals an animal, aided by Create Mindscape: 3d10 + 3d4 + 9 ⇒ (6, 2, 5) + (2, 3, 3) + 9 = 30 26 succeeds.


    Awesome teamwork! Be sure to check the posts carefully to see if any of your cards were used off-turn. Additionally, everyone suffered 2d4 Fire Damage.

    Also loving the flavor, and I love Darago's use of his character ability to get fodder to banish!

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

    During This Adventure: =
    PLAYER HANDS || LOOT || HENCHMAN / VILLAINS / SUMMONS
    Transition Guide image || Conversion Guide link
    =

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario: =
    • After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.
    • To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    • At the end of your turn, banish a card or roll 1d2, then summon and encounter a random monster (1) or barrier (2); if the summoned card is not defeated, discard 1d4 cards from the top of your character deck.
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Create Mindscape: Add 1d4 to Intelligence, Wisdom, and Charisma checks.
    Safety Bubble: When a character is dealt damage, reduce it by 1d4.
    Ley Line: Any character may freely recharge a card to add 1 die to his check that invokes the Magic trait.

    Additional Rules: THREAT LIST:

  • Villain: Ushering of Oblivion
  • Henchmen: Will of Ahriman (x5)

    Card limitations apply - only a finite number of each curse exists in the Mummy's Mask box, so if you suffer a scourge that has no card left to be drawn you do not suffer it. This is particularly relevant in this scenario, so I will track them in the spoiler below so you know which scourges you can't suffer if an effect (besides the blessings deck) inflicts it on you.

    CURSES REMAINING IN BOX:

    Curse of Poisoning: 2/8
    Curse of Vulnerability: 1/3
    Curse of Daybane: 0/3
    Curse of the Ravenous: 1/3
    Curse of Withering: 1/3
    Curse of Fevered Dreams: 1/3
    Curse of the Sphinx: 0/3
    Curse of Blindness: 0/3
    Curse of the Mummy: 0/3

    Scenario Level (#): 6

    Turn: 8, Skizza/agent_eclipse

    Random Cards:

    Monsters
    Spoiler:
    Hollow Serpent
    MM
    Monster 6
    Traits:
    Undead
    To Defeat:
    Combat 16
    OR Stealth 12
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Spoiler:
    Royal Naga
    MM
    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.

    Spoiler:
    Mummy
    MM
    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.

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

    Barriers
    Spoiler:
    Poison Spiked Pit Trap
    MM
    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.

    Spoiler:
    Inevitable Trap
    MM
    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.

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

    Spoiler:
    Collapsing Sphinx
    MM
    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:
    Tabe's Last Jest
    MM
    Barrier 6
    Traits:
    Curse
    Lock
    Acid
    To Defeat:
    Intelligence
    Perception
    Dexterity
    Disable 15
    If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.

    Weapons
    Spoiler:
    Shock Glaive +1
    MM
    Weapon 1
    Traits:
    Polearm
    Melee
    Slashing
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 11
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

    Spoiler:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.

    Spoiler:
    Flaming Ranseur +3
    MM
    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.

    Spoiler:
    Returning Throwing Axe +1
    MM
    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.

    Spoiler:
    Dagger of Doubling
    MM
    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.

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

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

    Spoiler:
    Elemental Mastery
    MM
    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.

    Spoiler:
    Symbol of Fortune
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    On any check, after the roll, discard this card to add or subtract 3 from the result.
    After playing this card, if you do not have either the Arcane or Divine skills, banish this card; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Spoiler:
    Chain Lightning
    MM
    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.

    Armors
    Spoiler:
    Aegis of Recovery
    MM
    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.

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

    Spoiler:
    Rhino Hide Armor
    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to reroll a die on your Strength check; take the new result.

    Spoiler:
    Gravewatcher Chain Mail
    MM
    Armor 6
    Traits:
    Light Armor
    Magic
    Pharasma
    To Acquire:
    Constitution
    Fortitude
    Wisdom
    Divine 13
    Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to examine the top card of your deck.

    Spoiler:
    Hide Armor of Fire Resistance
    MM
    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:
    Scarab Sand
    MM
    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.

    Spoiler:
    Ring of the Grasping Grave
    MM
    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.

    Spoiler:
    Alchemist's Kit
    MM
    Item B
    Traits:
    Tool
    Alchemical
    To Acquire:
    Intelligence
    Craft 6
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Spoiler:
    Knot of Isis
    MM
    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.

    Spoiler:
    Pure Holy Water
    MM
    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.

    Allies
    Spoiler:
    Black Kiss
    MM
    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.

    Spoiler:
    Stone Weasel
    MM
    Ally B
    Traits:
    Animal
    Elemental
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

    Spoiler:
    Apprentice
    MM
    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.

    Spoiler:
    Ubashki
    MM
    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:
    Reed Moccasin
    MM
    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.

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

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

    Spoiler:
    Blessing of Ra
    MM
    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.

    Spoiler:
    Blessing of Osiris
    MM
    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 Abadar
    MM
    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.

    Current Hour:

    Curse of the Sphinx:
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.


    Hours Remaining: 22

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Estra/Yewstance:
    Spoiler:
    Hourglass Card 1 Estra/Yewstance
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 2 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Lini/Bigguyinblack
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 3 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 3 Darago/AAUGHWHY
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 4 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 4 Qualzar/EmpTyger
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 5 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 5 Skizza/agent_eclipse
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 6 Estra/Yewstance:
    Spoiler:
    Hourglass Card 6 Estra/Yewstance
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 7 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Lini/Bigguyinblack
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 8 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 Darago/AAUGHWHY
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 9 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 9 Qualzar/EmpTyger
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 10 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 10 Skizza/agent_eclipse
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 11 Estra/Yewstance:
    Spoiler:
    Hourglass Card 11 Estra/Yewstance
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 12 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Lini/Bigguyinblack
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 13 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 Darago/AAUGHWHY
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 14 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 14 Qualzar/EmpTyger
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 15 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 15 Skizza/agent_eclipse
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 16 Estra/Yewstance:
    Spoiler:
    Hourglass Card 16 Estra/Yewstance
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 17 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 17 Lini/Bigguyinblack
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 18 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 18 Darago/AAUGHWHY
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 19 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 19 Qualzar/EmpTyger
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 20 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 20 Skizza/agent_eclipse
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 21 Estra/Yewstance:
    Spoiler:
    Hourglass Card 21 Estra/Yewstance
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 22 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 22 Lini/Bigguyinblack
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Location #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 3 Ba: 5 W: 0 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 5 ?: 6
    Located/Displayed Here: Skizza/agent_eclipse, Estra/Yewstance, Lini/Bigguyinblack, Darago/AAUGHWHY, Qualzar/EmpTyger, Create Mindscape, Safety Bubble, Ley Line are all DISPLAYED.

    Oblivion's Bridge Card 1:
    Fiendish Sphinx
    MM
    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.
    Oblivion's Bridge Card 2:
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Oblivion's Bridge Card 3:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 4:
    Detect Undead
    MM
    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.
    Oblivion's Bridge Card 5:
    Catching Cape
    MM
    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.
    Oblivion's Bridge Card 6:
    Falcon Crown
    MM
    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.
    Oblivion's Bridge Card 7:
    Tar Tomb
    MM
    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.
    Oblivion's Bridge Card 8:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 9:
    Blessing of the Elements
    MM
    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.
    Oblivion's Bridge Card 10:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 11:
    Blessing of Bastet
    MM
    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.
    Oblivion's Bridge Card 12:
    Guecubu
    MM
    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.
    Oblivion's Bridge Card 13:
    Mummy Lord
    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
    Oblivion's Bridge Card 14:
    Blessing of Ra
    MM
    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.
    Oblivion's Bridge Card 15:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 16:
    The Evil Eye
    MM
    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.
    Oblivion's Bridge Card 17:
    Blessing of the Ancients
    MM
    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.
    Oblivion's Bridge Card 18:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 19:
    Blessing of the Ancients
    MM
    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.
    Oblivion's Bridge Card 20:
    Blast Glyph
    MM
    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.
    Oblivion's Bridge Card 21:
    Thousand Suns
    MM
    Barrier 6
    Traits:
    Trap
    Obstacle
    Magic
    To Defeat:
    Intelligence
    Perception
    Arcane
    Disable 18
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.
    Oblivion's Bridge Card 22:
    Sard
    MM
    Monster 6
    Traits:
    Plant
    Electricity
    Poison
    To Defeat:
    Combat 23
    The Sard is immune to the Electricity, Mental and Poison traits.
    After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.

  • The Exchange

    Deck Handler

    Off-Turn: Canteen Banished from deck. Blessing of Alkenstar discarded. Suffer: 2d4 ⇒ (1, 3) = 4 Fire Damage which is Reduced: 1d4 ⇒ 2 by Safety Bubble. Discarding Shock Bullets and Dragonbreath Shot to damage.

    Skizza wrote:

    Hand: Swiftshooter, Enervating Pistol +3, Blessing of Alkenstar C, Blessing of Alkenstar B,

    Displayed: Weaponrack Backpack, Deadeye Pistol +1,
    Deck: 9 Discard: 5 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Dragon Pistol +1: Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.
    Blasting Pistol +2: Discard this card to add 2d4 and the Force trait to a combat check by a character at your location.
    Deadeye Pistol +1: Shuffle this card into your deck to add 1d6 to a combat check by another character at your location.
    Enervating Pistol: +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4.
    Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
    Blessing of Sivanah: Discard this card to add 2 dice to any Intelligence or Charisma non-combat check. Or 1 die to any check.
    Cannon Master: Bury this card to add 2d6 and the Firearm trait to any combat check. Reduce all damage dealt in that check to 0."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Tetisurah, Flaming Musket +2, Scarab Buckler, Blessing of Tsukiyo, Eagle, Lucky Rifle +2, Cannon Master, Blessing of Old Deadeye
    Recharged: Scarab of Ptah,
    Discard Pile: Blasting Pistol +2, Blessing of Milani, Blessing of Alkenstar, Dragonbreath Shot, Shock Bullets,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: +2
    Ranged: +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    X
    POWERS:
    When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
    When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
    [X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
    [X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
    [ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.

    On-Turn: Explore Card 1: Fiendish Sphinx.
    Recharge Blessing of Alkenstar.
    Intelligence 12: 1d10 + 3 + 1d4 + 1d12 ⇒ (2) + 3 + (3) + (7) = 15 13 Beats.

    End Turn. Summon Bane: 1d2 ⇒ 1 Random Monster 1: Hollow Serpent.
    BYA: Discard Swiftshooter. Crap.
    Discard Enervating Pistol +1.
    Combat 16+3: 1d10 + 4 + 2 + 1d8 + 3 + 2d6 ⇒ (2) + 4 + 2 + (1) + 3 + (6, 4) = 22 19 meets/Beats.

    Reset Hand.

    Skizza wrote:

    Hand: Blessing of Tsukiyo, Cannon Master, Blessing of Old Deadeye, Blessing of Alkenstar C, Tetisurah, Scarab Buckler, Lucky Rifle +2,

    Displayed: Weaponrack Backpack, Deadeye Pistol +1,
    Deck: 4 Discard: 7 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Dragon Pistol +1: Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.
    Blasting Pistol +2: Discard this card to add 2d4 and the Force trait to a combat check by a character at your location.
    Deadeye Pistol +1: Shuffle this card into your deck to add 1d6 to a combat check by another character at your location.
    Enervating Pistol: +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4.
    Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
    Blessing of Sivanah: Discard this card to add 2 dice to any Intelligence or Charisma non-combat check. Or 1 die to any check.
    Cannon Master: Bury this card to add 2d6 and the Firearm trait to any combat check. Reduce all damage dealt in that check to 0."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Eagle, Flaming Musket +2
    Recharged: Scarab of Ptah, Blessing of Alkenstar B,
    Discard Pile: Blasting Pistol +2, Blessing of Milani, Blessing of Alkenstar, Dragonbreath Shot, Shock Bullets, Swiftshooter, Enervating Pistol +3,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: +2
    Ranged: +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    X
    POWERS:
    When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
    When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
    [X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
    [X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
    [ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.


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

    On Qualzar's turn take fire damage

    Fire Damage: 2d4 - 1d4 ⇒ (2, 1) - (1) = 2 display Phoenix Cloak to reduce it to 0

    The Exchange

    Deck Handler

    New Turn. Hand reverted to state post Off-Turn updates.

    Skizza wrote:

    Hand: Swiftshooter, Enervating Pistol +3, Blessing of Alkenstar C, Blessing of Alkenstar B,

    Displayed: Weaponrack Backpack, Deadeye Pistol +1,
    Deck: 9 Discard: 5 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Dragon Pistol +1: Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.
    Blasting Pistol +2: Discard this card to add 2d4 and the Force trait to a combat check by a character at your location.
    Deadeye Pistol +1: Shuffle this card into your deck to add 1d6 to a combat check by another character at your location.
    Enervating Pistol: +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4.
    Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
    Blessing of Sivanah: Discard this card to add 2 dice to any Intelligence or Charisma non-combat check. Or 1 die to any check.
    Cannon Master: Bury this card to add 2d6 and the Firearm trait to any combat check. Reduce all damage dealt in that check to 0."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Tetisurah, Flaming Musket +2, Blessing of Old Deadeye, Scarab Buckler, Eagle, Blessing of Tsukiyo, Cannon Master, Lucky Rifle +2
    Recharged: Scarab of Ptah,
    Discard Pile: Blasting Pistol +2, Blessing of Milani, Blessing of Alkenstar, Dragonbreath Shot, Shock Bullets,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: +2
    Ranged: +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    X
    POWERS:
    When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
    When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
    [X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
    [X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
    [ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.

    Hour of The Sphinx: Curse of The Sphinx displayed.

    Curse: Examine Card 1: Fiendish Sphinx (Trigger).
    Trigger: Recharge hand, reset hand, encounter Warrior Dolls.

    Skizza wrote:

    Hand: Lucky Rifle +2, Flaming Musket +2, Blessing of Old Deadeye, Cannon Master, Eagle, Blessing of Tsukiyo,

    Displayed: Weaponrack Backpack, Deadeye Pistol +1, Curse of The Sphinx,
    Deck: 7 Discard: 5 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Dragon Pistol +1: Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.
    Blasting Pistol +2: Discard this card to add 2d4 and the Force trait to a combat check by a character at your location.
    Deadeye Pistol +1: Shuffle this card into your deck to add 1d6 to a combat check by another character at your location.
    Enervating Pistol: +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4.
    Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
    Blessing of Sivanah: Discard this card to add 2 dice to any Intelligence or Charisma non-combat check. Or 1 die to any check.
    Cannon Master: Bury this card to add 2d6 and the Firearm trait to any combat check. Reduce all damage dealt in that check to 0."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Tetisurah, Scarab Buckler
    Recharged: Scarab of Ptah, Swiftshooter, Enervating Pistol +3, Blessing of Alkenstar C, Blessing of Alkenstar B,
    Discard Pile: Blasting Pistol +2, Blessing of Milani, Blessing of Alkenstar, Dragonbreath Shot, Shock Bullets,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: +2
    Ranged: +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    X
    POWERS:
    When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
    When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
    [X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
    [X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
    [ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.

    Encounter Warrior Dolls.
    Display Flaming Musket +2.
    Combat 22: 1d10 + 4 + 2 + 1d10 + 2 + 1d10 ⇒ (3) + 4 + 2 + (6) + 2 + (1) = 18 Discard Blessing of Old Deadeye to reroll.
    Combat 22: 1d10 + 4 + 2 + 1d10 + 2 + 1d10 ⇒ (8) + 4 + 2 + (9) + 2 + (5) = 30 Defeated.

    Explore Card 1: Fiendish Sphinx.
    Recharge Eagle.
    Intelligence 12: 1d10 + 3 + 1d4 + 1 ⇒ (10) + 3 + (3) + 1 = 17 Defeated.

    Recharge Cannon Master to Examine Top Card: Ushering of Oblivion. No monster=no explore.

    End Turn. Random Monster 1: Hollow Serpent.
    Randomly discard Flaming Musket +2.
    Reveal Lucky Rifle +2.
    Combat 16: 1d10 + 4 + 2 + 1d12 + 2 ⇒ (5) + 4 + 2 + (4) + 2 = 17 Defeated.

    Reset Hand.

    Skizza wrote:


    Displayed: Weaponrack Backpack, Deadeye Pistol +1, Curse of The Sphinx,
    Deck: 5 Discard: 7 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Dragon Pistol +1: Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.
    Blasting Pistol +2: Discard this card to add 2d4 and the Force trait to a combat check by a character at your location.
    Deadeye Pistol +1: Shuffle this card into your deck to add 1d6 to a combat check by another character at your location.
    Enervating Pistol: +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4.
    Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
    Blessing of Sivanah: Discard this card to add 2 dice to any Intelligence or Charisma non-combat check. Or 1 die to any check.
    Cannon Master: Bury this card to add 2d6 and the Firearm trait to any combat check. Reduce all damage dealt in that check to 0."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Enervating Pistol +3, Blessing of Alkenstar C, Blessing of Alkenstar B, Cannon Master, Eagle,
    Discard Pile: Blasting Pistol +2, Blessing of Milani, Blessing of Alkenstar, Dragonbreath Shot, Shock Bullets, Blessing of Old Deadeye, Flaming Musket +2,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: +2
    Ranged: +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    X
    POWERS:
    When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
    When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
    [X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
    [X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
    [ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.

    Off-Turn:
    Discard Scarab Buckler to Heal: 1d4 + 1 ⇒ (4) + 1 = 5 cards.
    Discard Blessing of Tsukiyo to draw Scarab Buckler from discard.

    Skizza wrote:


    Displayed: Weaponrack Backpack, Deadeye Pistol +1, Curse of The Sphinx,
    Deck: 10 Discard: 3 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Dragon Pistol +1: Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.
    Blasting Pistol +2: Discard this card to add 2d4 and the Force trait to a combat check by a character at your location.
    Deadeye Pistol +1: Shuffle this card into your deck to add 1d6 to a combat check by another character at your location.
    Enervating Pistol: +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4.
    Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
    Blessing of Sivanah: Discard this card to add 2 dice to any Intelligence or Charisma non-combat check. Or 1 die to any check.
    Cannon Master: Bury this card to add 2d6 and the Firearm trait to any combat check. Reduce all damage dealt in that check to 0."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Dragonbreath Shot, Enervating Pistol +3, Flaming Musket +2, Cannon Master, Eagle, Blessing of Alkenstar, Blessing of Alkenstar B, Blasting Pistol +2, Blessing of Old Deadeye, Blessing of Alkenstar C
    Recharged:
    Discard Pile: Blessing of Milani, Shock Bullets, Blessing of Tsukiyo,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: +2
    Ranged: +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    X
    POWERS:
    When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
    When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
    [X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
    [X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
    [ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.

    Silver Crusade

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

    Good thing I know about the upcoming Ushering of Oblivion; I need to add one more card into my deck first before I can safely encounter it, since if I'm forced to draw 6 cards I instantly die (which would just burn my Phoenix Cloak, but still).

    WAIT!

    Hold the phone - Skizza's warning that the Ushering was coming up gives me a completely new strategy and opportunity which completely overhauls my turn! The ONLY benefit of even fighting the Ushering the first time is to put it on the bottom of the location - it doesn't even clear a card from the location deck unless it's the only card left.

    So, much like the best strategy in the end of Rise of the Runelords is to use Augury or something to move the final boss to the bottom of the location deck rather than fighting him repeatedly... I'll do the same thing here!

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

    Estra starts her turn.
    Curse of Blindness discarded from the Blessings Deck, and Estra suffers it.
    Curse of Blindness: Estra discards Curse of the Mummy from the Blessings Deck, and suffers it. I'm not afraid of scourges, and we've got plenty of time.

    Estra chooses not to move.
    Estra skips her free exploration, because...

    Estra discards Blessing of the All-Seeing Eye to examine the top two cards of her location...

    Oblivion's Bridge Card 2: Ushering of Oblivion:

    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Oblivion's Bridge Card 3: Will of Ahriman:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Estra places them back on bottom of the location in the following order:
    Will of Ahriman
    Ushering of Oblivion

    Blessing of the All-Seeing Eye: Estra explores.

    Oblivion's Bridge Card 4: Detect Undead:

    MM
    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.
    Divine # (Neferekhu, Create Mindscape): 3d10 + 6 + 1d4 ⇒ (8, 6, 3) + 6 + (4) = 27 -> Pass.
    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (9) + 6 + (2) = 17 -> Pass; Estra draws Hypercognition.
    Acquired.

    Estra displays Hypercognition next to herself, adding a die to her Intelligence, Wisdom and Charisma checks.

    Estra banishes the displayed Sebti the Crocodile to explore again, adding 1d6 to her Diplomacy checks during this exploration.

    Oblivion's Bridge Card 5: Catching Cape:

    MM
    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.
    Knowledge 5 (Neferekhu, Create Mindscape, Hypercognition): 4d8 + 1 + 1d4 ⇒ (7, 5, 3, 7) + 1 + (3) = 26 -> Pass.
    Neferekhu: Diplomacy 8 (Create Mindscape, Sebti the Crocodile, Hypercognition): 2d10 + 6 + 1d4 + 1d6 ⇒ (6, 7) + 6 + (3) + (2) = 24 -> Pass; Estra draws Psychic Rager.
    Acquired.

    Estra sets aside Psychic Rager to explore again.

    Oblivion's Bridge Card 6: Falcon Crown:

    MM
    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.
    Psychic Rager is discarded.
    Divine 10 (Neferekhu, Create Mindscape, Hypercognition): 4d10 + 6 + 1d4 ⇒ (8, 8, 8, 4) + 6 + (2) = 36 -> Pass.
    Neferekhu: Diplomacy 8 (Create Mindscape, Hypercognition): 2d10 + 6 + 1d4 ⇒ (8, 9) + 6 + (3) = 26 -> Pass; Estra draws Pious Healer.
    Acquired.

    Estra reveals Pious Healer to heal Blessing of the All-Seeing Eye and Psychic Rager.
    Pious Healer is discarded.

    Estra banishes the displayed Aunty to examine the top three cards of her location...

    Oblivion's Bridge Card 7: Tar Tomb:

    MM
    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.
    Oblivion's Bridge Card 8: Will of Ahriman:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 9: Blessing of the Elements:

    MM
    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.
    Aunty: Estra explores and encounters Tar Tomb.
    Ley Line (Magic invoked): Estra recharges Detect Undead to add a die.

    Intelligence 13 (Hypercognition, Ley Line, Create Mindscape, Magnetic Grimoire): 3d8 + 2d4 ⇒ (6, 5, 2) + (1, 4) = 18 -> Even with Oblivion's Bridge subtracting 3, that's a pass.
    Defeated.

    Estra banishes the displayed Bal Themm to explore again, adding 1d6 and the Magic trait to checks to defeat Undead.

    Oblivion's Bridge Card 8: Will of Ahriman:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Wisdom 18 (Neferekhu, Create Mindscape, Hypercognition): 4d10 + 4 + 1d4 ⇒ (9, 1, 8, 5) + 4 + (4) = 31 -> Pass.
    Neferekhu: Diplomacy 8 (Create Mindscape, Hypercognition): 2d10 + 6 + 1d4 ⇒ (8, 5) + 6 + (2) = 21 -> Pass; Estra draws Blessing of the All-Seeing Eye.
    Defeated.

    Estra discards Blessing of the All-Seeing Eye to examine the top two cards of her location...

    Oblivion's Bridge Card 9: Blessing of the Elements:

    MM
    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.
    Oblivion's Bridge Card 10: Will of Ahriman:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Estra places them back on top of the location in the same order.

    Blessing of the All-Seeing Eye: Estra explores and encounters Blessing of the Elements.
    Wisdom 6 (Neferekhu, Create Mindscape, Hypercognition): 4d10 + 4 + 1d4 ⇒ (8, 2, 8, 8) + 4 + (1) = 31 -> Pass.
    Neferekhu: Diplomacy 8 (Create Mindscape, Hypercognition): 2d10 + 6 + 1d4 ⇒ (2, 4) + 6 + (2) = 14 -> Pass; Estra draws Psychic Rager.
    Acquired.

    Estra reveals Honaire to heal Pious Healer and Blessing of the All-Seeing Eye.
    Honaire is discarded.

    Estra discards Blessing of the Elements to explore again.

    Oblivion's Bridge Card 10: Will of Ahriman:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Wisdom 18 (Neferekhu, Create Mindscape, Hypercognition): 4d10 + 4 + 1d4 ⇒ (5, 2, 2, 6) + 4 + (4) = 23 -> Down to 19 due to Oblivion's Bridge, but still a pass.
    Neferekhu: Diplomacy 8 (Create Mindscape, Hypercognition): 2d10 + 6 + 1d4 ⇒ (10, 10) + 6 + (4) = 30 -> Pass; Estra draws Blessing of the All-Seeing Eye.
    Defeated.

    Estra discards Blessing of the All-Seeing Eye to examine the top two cards of her location...

    Oblivion's Bridge Card 11: Blessing of Bastet:

    MM
    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.
    Oblivion's Bridge Card 12: Guecubu:

    MM
    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.
    Estra places them back on top of the location in the same order.

    Blessing of the All-Seeing Eye: Estra explores and encounters Blessing of Bastet.
    Divine 6 (Neferekhu, Create Mindscape, Hypercognition): 4d10 + 6 + 1d4 ⇒ (4, 6, 10, 2) + 6 + (3) = 31 -> Pass.
    Neferekhu: Diplomacy 8 (Create Mindscape, Hypercognition): 2d10 + 6 + 1d4 ⇒ (6, 6) + 6 + (3) = 21 -> Pass; Estra draws Bound Lantern Archon.
    Acquired.

    Estra sends Bound Lantern Archon to Recovery to examine the top 3 cards of her deck, re-arrange them as follows...
    Detect Undead
    Pious Healer
    Channel the Gift

    Then draws Detect Undead.

    Estra sends Detect Undead to Recovery to examine...

    Oblivion's Bridge Card 12: Guecubu:

    MM
    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.
    Undead Trait: Estra chooses to encounter Guecubu.
    Combat: Estra reveals Flame Staff (Core) to use Divine +1d4.
    Combat/Divine 15 (Hypercognition, Create Mindscape, Magnetic Grimoire): 2d10 + 6 + 1d4 + 1d4 + 1d4 ⇒ (8, 9) + 6 + (4) + (3) + (1) = 31 -> Pass; Estra draws Pious Healer.
    AA: Scourge Die: 1d10 ⇒ 1 -> Estra suffers the Curse of Poisoning.
    Defeated.

    Estra reveals Pious Healer to heal Blessing of the Elements, Honaire and Blessing of the All-Seeing Eye.
    Pious Healer is discarded.

    Estra discards Blessing of Bastet to examine the top card of her location:

    Oblivion's Bridge Card 13: Mummy Lord:

    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.
    Bane: Estra must encounter it, and cannot evade it.
    BA: Estra summons and encounters...
    Random Undead: Mummy:

    MM
    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.
    Appropriate.
    Combat: Estra reveals Flame Staff (Core) to use Divine +1d4.
    Combat/Divine 21 (Hypercognition, Fire Weakness, Create Mindscape, Magnetic Grimoire): 2d10 + 6 + 1d4 + 1d8 + 1d4 + 1d4 ⇒ (5, 9) + 6 + (1) + (8) + (3) + (2) = 34 -> Pass; Estra draws Blessing of the Elements.
    Mummy Defeated.

    Resuming encounter with the Mummy Lord...
    Combat: Estra reveals Flame Staff (Core) to use Divine +1d4.
    Estra discards Blessing of the Lady of Graves to bless twice (Undead invoked).

    Combat/Divine 23 (Bless*2, Hypercognition, Create Mindscape, Magnetic Grimoire): 4d10 + 6 + 1d4 + 1d4 + 1d4 ⇒ (8, 3, 9, 2) + 6 + (4) + (3) + (4) = 39 -> Pass; Estra draws Honaire.
    Mummy Lord Defeated.

    Estra reveals Honaire to heal herself 1d4 + 1 ⇒ (3) + 1 = 4 cards.
    Estra has all cards in her discard pile healed: (Pious Healer, Blessing of Bastet, Blessing of the Lady of Graves). Deck shuffled.
    Honaire is discarded.

    Estra discards Blessing of the Elements to explore again.

    Oblivion's Bridge Card 14: Blessing of Ra:

    MM
    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.
    Divine 6 (Neferekhu, Create Mindscape, Hypercognition, Magnetic Grimoire): 4d10 + 6 + 1d4 + 1d4 ⇒ (6, 6, 5, 5) + 6 + (2) + (1) = 31 -> Pass.
    Neferekhu: Diplomacy 8 (Create Mindscape, Hypercognition): 2d10 + 6 + 1d4 ⇒ (1, 2) + 6 + (3) = 12 -> Pass; Estra draws Channel the Gift.
    Acquired.

    Estra discards Blessing of Ra to explore again.

    Oblivion's Bridge Card 15: Will of Ahriman:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Wisdom 18 (Neferekhu, Create Mindscape, Hypercognition): 4d10 + 4 + 1d4 ⇒ (1, 8, 1, 2) + 4 + (2) = 18 -> Hey, my first failed check. Oblivion's Bridge drops the '1s' and '2s', bringing the result to 12; a fail. Estra recharges Khepresh of Refuge to reroll.
    Wisdom 18 (Neferekhu, Create Mindscape, Hypercognition): 4d10 + 4 + 1d4 ⇒ (3, 5, 5, 1) + 4 + (4) = 22 -> Pass!
    Neferekhu: Diplomacy 8 (Create Mindscape, Hypercognition): 2d10 + 6 + 1d4 ⇒ (8, 2) + 6 + (2) = 18 -> Pass; Estra draws Blessing of Bastet.
    Defeated.

    Estra discards Blessing of Bastet to examine the top card of her location:

    Oblivion's Bridge Card 16: The Evil Eye (TRIGGER):

    MM
    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.
    Trigger: Scourge Die: 1d10 ⇒ 4 -> Estra would suffer the Curse of Daybane, but none remain in the box. Evil Eye is banished.

    Not ideal, since my Blessing fails to give me an actual explore and I didn't get to draw a card with Neferekhu, but oh well.

    I've almost completely run out of steam. If I don't find a way to draw new cards, this will be my last exploration...
    Estra sets aside Psychic Rager to explore again.

    Oblivion's Bridge Card 17: Blessing of the Ancients:

    MM
    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.
    Looks like we're good to continue!
    Psychic Rager is discarded.

    Divine 3 (Neferekhu, Create Mindscape, Hypercognition): 4d10 + 6 + 1d4 ⇒ (3, 5, 5, 4) + 6 + (1) = 24 -> Pass.
    Neferekhu: Diplomacy 8 (Create Mindscape, Hypercognition): 2d10 + 6 + 1d4 ⇒ (7, 8) + 6 + (1) = 22 -> Pass; Estra draws Blessing of the Lady of Graves.
    Acquired.

    Estra sends Psychic Surgery to Recovery. Her Perception Modifier is +6, and she selects to heal 5 random allies, blessings and spells from her own discards.
    Estra heals Honaire, Blessing of the Elements, Blessing of Ra, Blessing of Bastet and Psychic Rager.

    Estra discards Blessing of the Ancients to examine...

    Oblivion's Bridge Card 18: Will of Ahriman:

    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Blessing of the Ancients: Estra explores.
    Wisdom 18 (Neferekhu, Create Mindscape, Hypercognition): 4d10 + 4 + 1d4 ⇒ (2, 10, 6, 1) + 4 + (1) = 24 -> Pass.
    Neferekhu: Diplomacy 8 (Create Mindscape, Hypercognition): 2d10 + 6 + 1d4 ⇒ (4, 7) + 6 + (2) = 19 -> Pass; Estra draws Honaire.
    Defeated.

    And that, at last, is all she wrote. I no longer have any cards in hand that can provide another exploration. For reference...

    Estra wrote:

    Hand: Javelin of Lightning, Restorative Touch, Summon Hellhounds, Honaire, Falcon Crown (2), Catching Cape, Flame Staff (Core), Mythopoeic Sphinx, Neferekhu, Stained Glass Elemental, Blessing of the Lady of Graves,

    Displayed: Safety Bubble, Create Mindscape, Ley Line, Phoenix Cloak, Curse of Poisoning, Curse of Blindness, Curse of the Mummy, Hypercognition,
    Deck: 7 Discard: 1 Buried: 1

    Now to spend whatever I can before my hand reset.

    Estra sends Restorative Touch to Recovery to heal Qualzar 1d4 + 1 ⇒ (4) + 1 = 5 cards and banish his Scourge of Fevered Dreams.

    Estra reveals Honaire to heal Blessing of the Ancients.
    Honaire is discarded.

    Estra sends Channel the Gift to Recovery to let Lini search and draw any spell of her choice from her deck.

    Estra ends her turn, sending Hypercognition to Recovery.
    EoT: Estra recharges Myhtopoeic Sphinx to recharge Falcon Crown (2).
    EoT: Estra banishes Catching Cape to avoid having to summon a monster or barrier, just to be safe.

    Estra attempts to recover all cards in her Recovery pile.
    Bound Lantern Archon: Divine 10 (Neferekhu, Create Mindscape) : 3d10 + 6 + 1d4 ⇒ (2, 8, 8) + 6 + (3) = 27 -> Bound Lantern Archon recharged.
    Channel the Gift: Divine 14 (Neferekhu, Create Mindscape) : 3d10 + 6 + 1d4 ⇒ (4, 8, 6) + 6 + (1) = 25 -> Channel the Gift recharged.
    Hypercognition: Perception 11 (Neferekhu, Create Mindscape) : 3d10 + 6 + 1d4 ⇒ (3, 9, 6) + 6 + (2) = 26 -> Hypercognition recharged.
    Psychic Surgery: Perception 13 (Neferekhu, Create Mindscape) : 3d10 + 6 + 1d4 ⇒ (7, 4, 2) + 6 + (1) = 20 -> Psychic Surgery recharged.
    Restorative Touch: Divine 10 (Neferekhu, Create Mindscape) : 3d10 + 6 + 1d4 ⇒ (3, 7, 1) + 6 + (2) = 19 -> Restorative Touch recharged.
    Detect Undead: Divine 7 (Neferekhu, Create Mindscape) : 3d10 + 6 + 1d4 ⇒ (4, 8, 6) + 6 + (1) = 25 -> Detect Undead recharged.

    Estra resets her hand.
    Curse of Poisoning: Estra recharges Flame Staff (Core).

    Mythopoeic Sphinx: Estra searches and draws Channel the Gift from her deck.
    Flavor will be in a separate post when I get time!.

    Estra wrote:

    Hand: Javelin of Lightning, Summon Hellhounds, Channel the Gift, Neferekhu, Stained Glass Elemental, Blessing of the Lady of Graves, Blessing of the Elements,

    Displayed: Safety Bubble, Create Mindscape, Ley Line, Phoenix Cloak, Curse of Poisoning, Curse of Blindness, Curse of the Mummy,
    Deck: 15 Discard: 1 Buried: 1
    Hero Points: 3

    At the start of Lini's turn; Estra displays Summon Hellhounds, adding 2d6 and the Fire trait to all local combat checks.

    "

    Estra wrote:

    Hand: Javelin of Lightning, Channel the Gift, Neferekhu, Stained Glass Elemental, Blessing of the Lady of Graves, Blessing of the Elements,

    Displayed: Safety Bubble, Create Mindscape, Ley Line, Phoenix Cloak, Summon Hellhounds, Curse of Poisoning, Curse of Blindness, Curse of the Mummy,
    Deck: 15 Discard: 1 Buried: 1
    Hero Points: 3
    NOTES:
    Available Support: Neferekhu! - You know the drill; +2 dice to noncombat Wisdom and Knowledge checks, and I'll keep drawing cards. Create Mindscape means I auto-pass the Diplomacy 8 checks required.
    Channel the Gift - Let anyone search for any spell from their decks. You can use it to have Estra find Restorative Touch or Hypercognition if you need healing, de-scourging or buffs.
    Blessing of the Elements - Discard/Recharge to bless.
    Blessing of the Lady of Graves - Bury to add your Wisdom die post-roll, or discard to doubly-bless against Undead.
    Cleanser of Abominations - During my turn, I can use my player boon (which I've been saving for the endgame) to remove a scourge from a player. I have 3 uses left.
    Other: I mostly recommend de-scourging the following Curses...
    Vulnerability (conditional)
    Ravenous (conditional)
    Withering (conditional)
    Fevered Dreams (always)

    I don't consider the remaining scourges to be that bad, at least not in this scenario, and we'll be scourged a lot.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Restorative Touch, Blessing of the Ancients, Psychic Surgery, Blessing of the All-Seeing Eye, Khepresh of Refuge, Catching Cape, Falcon Crown (2), Hypercognition, Blessing of Ra, Blessing of Bastet, Bound Lantern Archon, Pious Healer, Detect Undead, Psychic Rager, Mythopoeic Sphinx, Flame Staff (Core)
    Recharged:
    Discard Pile: Honaire,
    Buried Pile: The Olivaro Opuscules,

    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 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    *Diplomacy: Charisma +3

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armor
    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.
    [X] 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.
    "

    QUALZAR was fully healed and de-scourged.
    LINI may search her deck for any spell, and draw it.


    Okay, that was exhausting!

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

    During This Adventure: =
    PLAYER HANDS || LOOT || HENCHMAN / VILLAINS / SUMMONS
    Transition Guide image || Conversion Guide link
    =

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario: =
    • After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.
    • To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    • At the end of your turn, banish a card or roll 1d2, then summon and encounter a random monster (1) or barrier (2); if the summoned card is not defeated, discard 1d4 cards from the top of your character deck.
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Create Mindscape: Add 1d4 to Intelligence, Wisdom, and Charisma checks.
    Safety Bubble: When a character is dealt damage, reduce it by 1d4.
    Ley Line (Mental): Any character may freely recharge a card to add 1 die to his check that invokes the Magic trait. (Since this is actually choosing to use a power on a displayed card, it can't be used against things immune to the Mental trait.)
    Summon Hellhounds (Fire): Add 2d6 and the Fire trait to Combat checks. For each "6" rolled on any die on any combat check, Estra discards the top card of her deck.

    Additional Rules: THREAT LIST:

  • Villain: Ushering of Oblivion
  • Henchmen: Will of Ahriman (x5)

    Card limitations apply - only a finite number of each curse exists in the Mummy's Mask box, so if you suffer a scourge that has no card left to be drawn you do not suffer it. This is particularly relevant in this scenario, so I will track them in the spoiler below so you know which scourges you can't suffer if an effect (besides the blessings deck) inflicts it on you.

    CURSES REMAINING IN BOX:

    Curse of Poisoning: 1/8
    Curse of Vulnerability: 1/3
    Curse of Daybane: 0/3
    Curse of the Ravenous: 1/3
    Curse of Withering: 1/3
    Curse of Fevered Dreams: 2/3
    Curse of the Sphinx: 0/3
    Curse of Blindness: 0/3
    Curse of the Mummy: 0/3

    Scenario Level (#): 6

    Turn: 10, Lini/Bigguyinblack

    Random Cards:

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

    Spoiler:
    Kalnaka
    MM
    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.

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

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

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

    Barriers
    Spoiler:
    Word of Ra
    MM
    Barrier 6
    Traits:
    Lock
    Trap
    Fire
    To Defeat:
    Dexterity
    Disable
    Stealth 17
    If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.

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

    Spoiler:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.

    Spoiler:
    The Evil Eye
    MM
    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.

    Spoiler:
    The Evil Eye
    MM
    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.

    Weapons
    Spoiler:
    Thousand Stings Whip
    MM
    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.

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

    Spoiler:
    Returning Throwing Axe +1
    MM
    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.

    Spoiler:
    Frost Sling +1
    MM
    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.

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

    Spoiler:
    Foresight
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    Display this card. While displayed, you may ignore any powers that trigger when you examine cards.
    At the end of the turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, you may attempt an Arcane or Divine 16 check. If you succeed, recharge this card; if you fail, discard it.

    Spoiler:
    Elemental Mastery
    MM
    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.

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

    Spoiler:
    Symbol of Fortune
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    On any check, after the roll, discard this card to add or subtract 3 from the result.
    After playing this card, if you do not have either the Arcane or Divine skills, banish this card; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Bone Lamellar
    MM
    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.

    Spoiler:
    Canopic Wrap
    MM
    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:
    Steel Ibis Lamellar
    MM
    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:
    Silken Ceremonial Armor
    MM
    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:
    Parade Armor
    MM
    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.

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

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

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

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

    Spoiler:
    Ring of Stony Flesh
    MM
    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.

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

    Spoiler:
    Reed Moccasin
    MM
    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.

    Spoiler:
    Bal Themm
    MM
    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.

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

    Spoiler:
    Fire Gecko
    MM
    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.

    Blessings
    Spoiler:
    Blessing of Wadjet
    MM
    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 Horus
    MM
    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:
    Blessing of the Ancients
    MM
    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 Horus
    MM
    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:
    Blessing of Ra
    MM
    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.

    Current Hour:

    Curse of Poisoning:
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.

    Hours Remaining: 19

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Darago/AAUGHWHY
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 2 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 2 Qualzar/EmpTyger
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 3 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 3 Skizza/agent_eclipse
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 4 Estra/Yewstance:
    Spoiler:
    Hourglass Card 4 Estra/Yewstance
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 5 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Lini/Bigguyinblack
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 6 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 6 Darago/AAUGHWHY
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 7 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 7 Qualzar/EmpTyger
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 8 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 8 Skizza/agent_eclipse
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 9 Estra/Yewstance:
    Spoiler:
    Hourglass Card 9 Estra/Yewstance
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 10 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Lini/Bigguyinblack
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 11 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 11 Darago/AAUGHWHY
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 12 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 12 Qualzar/EmpTyger
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 13 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 13 Skizza/agent_eclipse
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 14 Estra/Yewstance:
    Spoiler:
    Hourglass Card 14 Estra/Yewstance
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 15 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 15 Lini/Bigguyinblack
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 16 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 16 Darago/AAUGHWHY
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 17 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 17 Qualzar/EmpTyger
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 18 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 18 Skizza/agent_eclipse
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 19 Estra/Yewstance:
    Spoiler:
    Hourglass Card 19 Estra/Yewstance
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Location #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 2
    Located/Displayed Here: Skizza/agent_eclipse, Estra/Yewstance, Lini/Bigguyinblack, Darago/AAUGHWHY, Qualzar/EmpTyger, Create Mindscape, Safety Bubble, Ley Line , Summon Hellhoundsare all DISPLAYED.

    Oblivion's Bridge Card 1:
    Blessing of the Ancients
    MM
    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.
    Oblivion's Bridge Card 2:
    Blast Glyph
    MM
    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.
    Oblivion's Bridge Card 3:
    Thousand Suns
    MM
    Barrier 6
    Traits:
    Trap
    Obstacle
    Magic
    To Defeat:
    Intelligence
    Perception
    Arcane
    Disable 18
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.
    Oblivion's Bridge Card 4:
    Sard
    MM
    Monster 6
    Traits:
    Plant
    Electricity
    Poison
    To Defeat:
    Combat 23
    The Sard is immune to the Electricity, Mental and Poison traits.
    After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
    Oblivion's Bridge Card 5 (Will of Ahriman):
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 6 (Ushering of Oblivion):
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.


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

    Forgot to recover my Fire Snake. Couldn't fail the check anyway. During Estra's turn search deck for Channel the Gift. Hour is Curse of Poisoning. Lini is poisoned.

    Oblivion's Bridge Card 1: Blessing of the Ancients:

    MM
    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.

    Auto pass Divine 3 check. Estra may draw a card. Recharge Pteranodon to explore.

    Oblivion's Bridge Card 2: Blast Glyph:

    MM
    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.

    Wisdom 12 revealing an animal, aided by Neferekhu, aided by Magnetic Grimoire, aided by Create Mindscape: 3d10 + 3d4 + 8 ⇒ (9, 4, 8) + (2, 1, 3) + 8 = 35 32 succeeds.

    Discard Blessing of the All-Seeing Eye to examine the next 2 cards: Thousand Suns and Sard. Place Sard then Thousand Suns on top. Encounter Sard.

    Oblivion's Bridge Card 4: Sard:

    MM
    Monster 6
    Traits:
    Plant
    Electricity
    Poison
    To Defeat:
    Combat 23
    The Sard is immune to the Electricity, Mental and Poison traits.
    After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.

    Estra recharges Blessing of the Elements.

    combat 23 casting Death's Touch, revealing an animal, aided by Magnetic Grimoire, aided by Create Mindscape, Estra recharges Blessing of the Elements: 2d10 + 3d6 + 3d4 + 12 ⇒ (4, 10) + (1, 6, 2) + (3, 1, 3) + 12 = 42 38 succeeds.

    Each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.

    electricity dmg to Lini: 1d4 + 1 ⇒ (1) + 1 = 2
    Safety Bubble: 1d4 ⇒ 2

    Poison dmg to Lini: 1d4 ⇒ 3
    Safety Bubble: 1d4 ⇒ 3

    Cast Channel the Gift for Restorative Touch.

    cast Restorative Touch targeting Lini and banishing Curse of Poisoning: 1d4 + 1 ⇒ (1) + 1 = 2

    End of turn banish Blessing of the Ancients.

    Lini ends her turn.

    Lini attempts to recover all cards in her Recovery pile.
    Death's Touch: Divine 14: 3d10 + 2d4 + 9 ⇒ (10, 10, 7) + (2, 1) + 9 = 39 -> Death's Touch recharged.
    Channel the Gift: Divine 14: 3d10 + 2d4 + 9 ⇒ (7, 10, 7) + (3, 2) + 9 = 38 -> Channel the Gift recharged.
    Restorative Touch: Divine 11: 3d10 + 2d4 + 9 ⇒ (9, 2, 4) + (4, 2) + 9 = 30 -> Restorative Touch recharged.

    Estra may draw 3 more cards. Lini resets her hand.

    Lini wrote:

    Hand: Pteranodon, Fire Snake, Vampire Bat, Pyrotechnic Blast, Hand of the Honest Man, Mastiff, Binder's Tome,

    Displayed:
    Deck: 10 Discard: 3 Buried: 1
    "Current Location: OBLIVION'S BRIDGE
    Hero Points: 2"
    "NOTES:
    Available Support: Blessings are available for use.

    Hand of the Honest Man: Recharge to remove a local curse.

    Binder's Tome: Reveal to add 1d4 + mental trait to combat at this location or 1d4 to a charisma non-combat check at this location.
    Movement: Move me to the if my location closes.
    Other: Hi I'm Lini! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Skyplate Armor, Velociraptor, Breath of Life, Blessing of Sivanah, Blessing of the Seventh Veil, Vengeful Storm, Frilled Lizard
    Recharged: Death's Touch, Channel the Gift, Restorative Touch,
    Discard Pile: Blessing of Milani, Divine Blaze, Blessing of the All-Seeing Eye,
    Buried Pile: Life Lantern,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Intelligence +3
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: X
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    [X] Weapon [ ]Light Armor (hand size)
    POWERS:
    When you play an ally with the animal trait, you may recharge it instead of discarding it.
    You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([x] +4) to your check.
    You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.

    Oblivion's Bridge Card 1 acquired the banished.
    Oblivion's Bridge Cards 2 and 4 banished.
    Oblivion's Bridge Card 3 examined and placed on top.

    Recharged Estra's Blessing of the Elements.

    Each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.

    Estra may draw up to 5 cards during Lini's tun.

    At the start of Darago's turn Lini displays Mastiff to draw 2 cards: Velociraptor and Breath of Life. Mastiff recharges end of turn.

    Silver Crusade

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

    OFF-TURN
    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (6) + 6 + (4) = 16 -> Pass; Estra draws Blessing of the Ancients.
    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (9) + 6 + (1) = 16 -> Pass; Estra draws Restorative Touch.
    Estra recharges Blessing of the Elements.
    Sard (Safety Bubble): Estra suffers 1d4 + 1 - 1d4 ⇒ (1) + 1 - (3) = -1 Electricity damage. No effect.
    Sard (Safety Bubble): Estra suffers 1d4 - 1d4 ⇒ (3) - (3) = 0 Poison damage. No effect.
    Summon Hellhounds: 1 "6" was rolled in combat, so Estra discards Khepresh of Refuge from her deck.

    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (4) + 6 + (3) = 13 -> Pass; Estra draws Pious Healer.
    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (1) + 6 + (3) = 10 -> Pass; Estra draws Detect Undead.
    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (5) + 6 + (2) = 13 -> Pass; Estra draws Bound Lantern Archon.

    At the start of Darago's turn, Estra sends Bound Lantern Archon to Recovery to examine the top 3 cards of her deck, re-arrange them as follows...
    Blessing of Bastet
    Flame Staff (Core)
    Blessing of the All-Seeing Eye

    Then draws Blessing of Bastet.

    Estra wrote:

    Hand: Javelin of Lightning, Channel the Gift, Restorative Touch, Detect Undead, Neferekhu, Stained Glass Elemental, Pious Healer, Blessing of the Lady of Graves, Blessing of the Ancients, Blessing of Bastet,

    Displayed: Safety Bubble, Create Mindscape, Ley Line, Phoenix Cloak, Summon Hellhounds, Curse of Poisoning, Curse of Blindness, Curse of the Mummy,
    Deck: 9 Discard: 2 Buried: 1
    Hero Points: 3
    "NOTES:
    Available Support: Neferekhu! - You know the drill; +2 dice to noncombat Wisdom and Knowledge checks, and I'll keep drawing cards.
    Channel the Gift - Let anyone search for any spell from their decks. You can use it to have Estra find Hypercognition buffs.
    Restorative Touch - Heal and de-scourge a local character. Will use on myself if my deck drops below 4 cards.
    Pious Healer - Heal a local character 1d4+2 cards.
    Blessing of the Ancients - Discard to bless.
    Blessing of Bastet - Recharge/Bury to reroll 1/all dice post-roll.
    Blessing of the Lady of Graves - Bury to add your Wisdom die post-roll, or discard to doubly-bless against Undead.
    Cleanser of Abominations - During my turn, I can use my player boon (which I've been saving for the endgame) to remove a scourge from a player. I have 3 uses left.
    Other: I mostly recommend de-scourging the following Curses...
    Vulnerability (conditional)
    Ravenous (conditional)
    Withering (conditional)
    Fevered Dreams (always)

    I don't consider the remaining scourges to be that bad, at least not in this scenario, and we'll be scourged a lot.
    "


    This should be the last update of the scenario; Darago's up!

    Qualzar, Skizza and Darago need to resolve their damage from Sard on Lini's turn.

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

    During This Adventure: =
    PLAYER HANDS || LOOT || HENCHMAN / VILLAINS / SUMMONS
    Transition Guide image || Conversion Guide link
    =

  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.

    During This Scenario: =
    • After building the location deck, shuffle into it a number of the henchman Will of Ahriman equal to the number of characters.
    • To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table. When you discard a scourge from the blessings deck, suffer it.

    • At the end of your turn, banish a card or roll 1d2, then summon and encounter a random monster (1) or barrier (2); if the summoned card is not defeated, discard 1d4 cards from the top of your character deck.
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Create Mindscape: Add 1d4 to Intelligence, Wisdom, and Charisma checks.
    Safety Bubble: When a character is dealt damage, reduce it by 1d4.
    Ley Line (Mental): Any character may freely recharge a card to add 1 die to his check that invokes the Magic trait. (Since this is actually choosing to use a power on a displayed card, it can't be used against things immune to the Mental trait.)
    Summon Hellhounds (Fire): Add 2d6 and the Fire trait to Combat checks. For each "6" rolled on any die on any combat check, Estra discards the top card of her deck.

    Additional Rules: THREAT LIST:

  • Villain: Ushering of Oblivion
  • Henchmen: Will of Ahriman (x5)

    Card limitations apply - only a finite number of each curse exists in the Mummy's Mask box, so if you suffer a scourge that has no card left to be drawn you do not suffer it. This is particularly relevant in this scenario, so I will track them in the spoiler below so you know which scourges you can't suffer if an effect (besides the blessings deck) inflicts it on you.

    CURSES REMAINING IN BOX:

    Curse of Poisoning: 1/8
    Curse of Vulnerability: 1/3
    Curse of Daybane: 0/3
    Curse of the Ravenous: 1/3
    Curse of Withering: 1/3
    Curse of Fevered Dreams: 2/3
    Curse of the Sphinx: 0/3
    Curse of Blindness: 0/3
    Curse of the Mummy: 0/3

    Scenario Level (#): 6

    Turn: 11, Darago/AAUGHWHY

    Random Cards:

    Monsters
    Spoiler:
    Royal Naga
    MM
    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.

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

    Spoiler:
    Girtablilu Ranger
    MM
    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.

    Spoiler:
    Plasma Ooze
    MM
    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.

    Spoiler:
    Skull Ripper
    MM
    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.

    Barriers
    Spoiler:
    Toxic Geyser
    MM
    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.

    Spoiler:
    Grave Goods
    MM
    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.


    Spoiler:
    Collapsing Sphinx
    MM
    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:
    Rolling Sphere
    MM
    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.


    Spoiler:
    Sky Pharaoh's Curse
    MM
    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.

    Weapons
    Spoiler:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.

    Spoiler:
    Greatclub +1
    MM
    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:
    Striking Wing Scimitar
    MM
    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:
    Rod of the Devoured Dawn
    MM
    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.

    Spoiler:
    Returning Throwing Axe +1
    MM
    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.

    Spells
    Spoiler:
    Acute Senses
    MM
    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.

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

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

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

    Spoiler:
    Ice Storm
    MM
    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.

    Armors
    Spoiler:
    Advocate's Armor
    MM
    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.

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

    Spoiler:
    Burglar's Buckler
    MM
    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.

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

    Items
    Spoiler:
    Canopic Jar
    MM
    Item 6
    Traits:
    Object
    Magic
    Undead
    Mummy
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 12
    Recharge this card to draw a card that has the Undead trait from your discard pile.
    Banish this card to add 3d12 to a check against a monster that has the Undead trait.

    Spoiler:
    Carpet of Flying
    MM
    Item 6
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Suvival 13
    Recharge this card to evade a bane, then move all characters at this location to another location.
    Display this card. While displayed, reduce Fire or Electricity damage dealt to all characters at your location by 2. Recharge this card at the end of the turn.

    Spoiler:
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.

    Spoiler:
    Hand of Glory
    MM
    Item 6
    Traits:
    Accessory
    Magic
    Gambling
    Mummy
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth checks; that character may evade non-villain, non-henchman monsters.
    At the end of the turn, you may roll 1d6. On a result of 4 or higher, recharge this card, otherwise, bury this card and you are dealt 1 Poison damage.

    Spoiler:
    Pure Holy Water
    MM
    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.

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

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

    Spoiler:
    Sand Elemental
    MM
    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.

    Spoiler:
    Osirion Ancestor
    MM
    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:
    Giant Slug
    MM
    Ally B
    Traits:
    Animal
    Acid
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.

    Blessings
    Spoiler:
    Blessing of Wadjet
    MM
    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
    MM
    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
    MM
    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 Thoth
    MM
    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.

    Spoiler:
    Blessing of Ra
    MM
    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.

    Current Hour:

    Curse of the Sphinx:
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.


    Hours Remaining: 18

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 1 Qualzar/EmpTyger
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Hourglass Card 2 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 2 Skizza/agent_eclipse
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 3 Estra/Yewstance:
    Spoiler:
    Hourglass Card 3 Estra/Yewstance
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    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.

    If you already have Curse of the Sphinx displayed, banish this card.

    Hourglass Card 4 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 4 Lini/Bigguyinblack
    Curse of Fevered Dreams
    MM
    Scourge 3
    Traits:
    Curse
    Arcane
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    If you already have Curse of Fevered Dreams displayed, banish this card.

    Hourglass Card 5 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 5 Darago/AAUGHWHY
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 6 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 6 Qualzar/EmpTyger
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 7 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 7 Skizza/agent_eclipse
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 8 Estra/Yewstance:
    Spoiler:
    Hourglass Card 8 Estra/Yewstance
    Curse of Blindness
    MM
    Scourge 5
    Traits:
    Curse
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    If you already have Curse of Blindness displayed, banish this card.

    Hourglass Card 9 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 9 Lini/Bigguyinblack
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 10 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 10 Darago/AAUGHWHY
    Curse of Withering
    MM
    Scourge 2
    Traits:
    Curse
    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.

    If you already have Curse of Withering displayed, banish this card.

    Hourglass Card 11 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 11 Qualzar/EmpTyger
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 12 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 12 Skizza/agent_eclipse
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    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.

    If you already have Curse of Vulnerability displayed, banish this card.

    Hourglass Card 13 Estra/Yewstance:
    Spoiler:
    Hourglass Card 13 Estra/Yewstance
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 14 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 14 Lini/Bigguyinblack
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    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.

    If you already have Curse of Daybane displayed, banish this card.

    Hourglass Card 15 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 15 Darago/AAUGHWHY
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 16 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 16 Qualzar/EmpTyger
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card.
    Hourglass Card 17 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 17 Skizza/agent_eclipse
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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

    If you already have Curse of the Ravenous displayed, banish this card.

    Hourglass Card 18 Estra/Yewstance:
    Spoiler:
    Hourglass Card 18 Estra/Yewstance
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    Mummy
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    If you already have Curse of the Mummy displayed, banish this card.

    Location #1: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Skizza/agent_eclipse, Estra/Yewstance, Lini/Bigguyinblack, Darago/AAUGHWHY, Qualzar/EmpTyger, Create Mindscape, Safety Bubble, Ley Line , Summon Hellhoundsare all DISPLAYED.

    Oblivion's Bridge Card 1 (Thousand Suns):
    Thousand Suns
    MM
    Barrier 6
    Traits:
    Trap
    Obstacle
    Magic
    To Defeat:
    Intelligence
    Perception
    Arcane
    Disable 18
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.
    Oblivion's Bridge Card 2 (Will of Ahriman):
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 3 (Ushering of Oblivion):
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.


  • Male Gnome Sorcerer/Impeller Deck Handler

    (During Lini's turn)
    Electricity damage, Safety Bubble, Mist Horn: 1d4 + 1 - 1d4 - 3 ⇒ (3) + 1 - (2) - 3 = -1
    Poison damage, Safety Bubble, Mist Horn: 1d4 - 1d4 - 3 ⇒ (3) - (2) - 3 = -2
    Sard: Mist Horn prevents 3 Electricity damage, Safety Bubble prevents 1 Electricity damage. Mist Horn prevents 3 Poison damage.

    "Misty wants to play fetch!" Qualzar's mist-monster chased after the arboreal creature that Lini had killed, scooping up the toxic branches in its mist-jaws.

    Qualzar wrote:

    Hand: Icy Prison, Life Leech, Scarab of Mummy Defense (bury to banish all Curses a local character has), Clockwork Owl, Wall of Fire,

    Displayed: Mist Horn (display at any location to prevent 3 monster damage until start of my turn),
    Deck: 16 Discard: 0 Buried: 0
    Notes: Until the start of Qualzar's next turn, Mist Horn prevents 3 monster damage
    Ask before using:
    Can use without asking: Scarab of Mummy Defense

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: Arcane, Mental
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) ([X] +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.
    [X] 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.

    Hero points: 6

    The Exchange

    Deck Handler

    Electricity Damage: 1d4 + 1 - 1d4 - 3 ⇒ (4) + 1 - (1) - 3 = 1
    Recharge Scarab of Ptah to reduce to 0.

    Poison Damage: 1d4 - 1d4 - 3 ⇒ (1) - (2) - 3 = -4

    Skizza wrote:


    Displayed: Weaponrack Backpack, Deadeye Pistol +1, Curse of The Sphinx,
    Deck: 11 Discard: 3 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Dragon Pistol +1: Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.
    Blasting Pistol +2: Discard this card to add 2d4 and the Force trait to a combat check by a character at your location.
    Deadeye Pistol +1: Shuffle this card into your deck to add 1d6 to a combat check by another character at your location.
    Enervating Pistol: +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4.
    Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
    Blessing of Sivanah: Discard this card to add 2 dice to any Intelligence or Charisma non-combat check. Or 1 die to any check.
    Cannon Master: Bury this card to add 2d6 and the Firearm trait to any combat check. Reduce all damage dealt in that check to 0."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blasting Pistol +2, Cannon Master, Blessing of Alkenstar, Blessing of Old Deadeye, Enervating Pistol +3, Blessing of Alkenstar C, Dragonbreath Shot, Blessing of Alkenstar B, Flaming Musket +2, Eagle
    Recharged: Scarab of Ptah,
    Discard Pile: Blessing of Milani, Shock Bullets, Blessing of Tsukiyo,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: +2
    Ranged: +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    X
    POWERS:
    When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
    When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
    [X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
    [X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
    [ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.


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

    Estra's turn was amazing! I can't imagine what it would be like to be across a physical table from you pulling something like that! Other tables would probably pause their games to watch it happen!

    On Lini's turn, take damage from the Sard. Mist Horn and Safety Bubble reduce the damage

    Electricity Damage: 1d4 + 1 - 1d4 - 3 ⇒ (1) + 1 - (4) - 3 = -5
    Poison Damage: 1d4 - 1d4 - 3 ⇒ (1) - (2) - 3 = -4

    Hour is Curse of the Sphinx (everything is banes, so it doesn't do anything). Curse of Blindness makes me discard a card from the blessings deck, so I also suffer Qualzar's Curse of the Mummy

    Even after Estra's immense binding and banishing ritual, Darago can sense that the pyramid is still high in the sky. The desert heat is beating down upon him like a Card 1: Thousand Suns. Recharge Cloudburst to add 1 die from ley line. Mindscape adds 1d4. Reveal Mask for +2

    Arcane 18: 2d10 + 1d4 + 8 ⇒ (5, 8) + (4) + 8 = 25

    Then it starts getting cooler; the pyramid is slowing down and descending! Darago's celebration is cut short as the Card 2: Will of Ahriman booms through his mind. Discard Blessing of Pharasma to explore again. On the Knowledge check, Estra reveals Neferekhu for +2 dice. Mindscape adds 1d4. Reveal Mask for +2

    Knowledge 18: 3d10 + 1d4 + 8 ⇒ (4, 9, 1) + (2) + 8 = 24

    But Ahriman's power is waning. Darago shoves them out of his mind.

    End of turn, Banish Fire Snake

    Darago wrote:

    Hand: Volcanic Storm, Magnetic Grimoire, Elemental Treaty, Icy Prison (Core), Ice and Fire, Blessing of Master of Masters, Mask of the Forgotten Pharaoh,

    Displayed: Curse of Blindness, Phoenix Cloak, Curse of the Sphinx, Curse of the Mummy,
    Deck: 8 Discard: 5 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Grimoire: +1d4 to local check that invokes Fire, Acid, Electricity, Cold, Poison
    Master of Masters: +2 dice on INT check"

    Start of Qualzar's turn, display Elemental Treaty

    "

    Darago wrote:

    Hand: Volcanic Storm, Magnetic Grimoire, Elemental Treaty, Icy Prison (Core), Ice and Fire, Blessing of Master of Masters, Mask of the Forgotten Pharaoh,

    Displayed: Curse of Blindness, Phoenix Cloak, Curse of the Sphinx, Curse of the Mummy, Elemental Treaty,
    Deck: 8 Discard: 5 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Grimoire: +1d4 to local check that invokes Fire, Acid, Electricity, Cold, Poison
    Master of Masters: +2 dice on INT check
    Other: Elemental Treaty: Reduce Acid, Cold, Electricity, Fire, Poison Damage by 1

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Headband of Epic Intelligence, Fox (Core), Dune of Doom
    Recharged: Bound Lantern Archon, Death's Touch, Helm of Electric Radiance, Game of Afterlife, Cloudburst,
    Discard Pile: Blessing of Isis, Blessing of the Seventh Veil, Iceblade Spelldagger, Disintegrate, Blessing of Pharasma,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☑ +1 ☑ +2 ☐ +3
    Fortitude: Constitiution +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3

    Charisma d6 ☐ +1 ☐ +2
    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    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 ([X]+1) ([ ]+2) to your check([X] or a check by any character at the location).
    [X] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.

    [/spoiler]"


    Male Gnome Sorcerer/Impeller Deck Handler

    Blessing 2: Poisoning o’clock
    Curse of Poisoning is displayed
    Mist Horn is banished to recovery
    Estra banishes Channel the Gift to recovery for Qualzar to draw Blizzard

    The mist cloud dissolved into a swirl of snowflakes. "Looks like we're going to be flying through a winter storm. Fasten your seatbelts, there may be some turbulence."

    Exploring Oblivion’s Bridge 3: Ushering of Oblivion

    Ushering of Oblivion:
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.

    Henchman: 1d6 ⇒ 6
    Drawing Surgeon, Blessing of Pharasma, Blessing of Abadar, Blessing of Achaekek, Dominate, Blessing of Sivanah. Summoning Akvan
    Akvan:
    Henchman Monster 6

    Traits:
    Outsider

    Check:
    Combat
    35

    Powers:
    The Akvan is immune to the Fire and Poison traits.
    Before you act, succeed at a Wisdom 9 check or the difficulty of checks to defeat is increased by 4 until the end of the encounter. After this check, a character summons and encounters the villain Sepid.
    If the check to defeat has the Acid, Divine, or Electricity trait, subtract 1 from each die.
    If undefeated, you are dealt 2d4 Acid damage.
    If defeated and there are other cards in the siege deck, put the Akvan on the bottom of the siege deck


    Displaying Blizzard.
    Recharging Clockwork Owl, using Create Mindscape.
    WIS 9: 1d6 + 2d8 + 1d4 ⇒ (4) + (6, 2) + (3) = 15
    Oblivion’s Bridge: -2=13
    Summoning Sepid

    Sepid:
    Villain Monster 4

    Traits:
    Outsider

    Check:
    Combat
    25
    OR
    Divine
    18

    Powers:
    The Sepid is immune to the Fire and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d6 Combat damage.
    If the check to defeat has the Acid, Attack, Electricity, or Ranged trait, subtract 1 from each die.


    Evading as an Arcane Mental spell. Sepid is banished.
    Discarding Dominate as an Attack Mental Magic spell, using Create Mindscape, using Blizzard, recharging Life Leech to use Ley Line, discarding Blessing of Pharasma. Darago reveals Magnetic Grimoire
    Combat 35: 4d10 + 6 + 1d6 + 4 + 1d4 + 2d6 + 1d4 ⇒ (8, 2, 1, 7) + 6 + (2) + 4 + (1) + (2, 4) + (2) = 39
    Oblivion’s Bridge: -10=29. Using a hero point to reroll
    Combat 35: 4d10 + 6 + 1d6 + 4 + 1d4 + 2d6 + 1d4 ⇒ (9, 6, 10, 3) + 6 + (3) + 4 + (1) + (4, 2) + (4) = 52
    Oblivion’s Bridge: -3=49. Akvan is banished
    Buried, discarded: 2d4 ⇒ (2, 1) = 3
    Burying Blessing of Abadar, Blessing of Sivanah. Discarding Wall of Fire. Recharging Icy Prison, Surgeon, Blessing of Achaekek, Scarab of Mummy Defense. Ushering of Oblivion is banished

    Ahriman's spirit made one final effort, possessing a sepid and akvan who attempted to wrest control of the sky-pyramid. "Excuse me, the captain has not turned off the fasten seatbelt sign," said Qualzar, forcing the sepid to sit passively in the corner. The sorcerer laughed and munched on some peanuts, but quickly spit it out. "And what's the deal with sky-pyramid food? Flight attendant! Bring me a nice cold drink." The possessed akvan brought the gnome an icy glass of an effervescent blue liquid. "Mmm, first class!"

    Guided by clockwork wings, the sky-pyramid gracefully leveled off, touching down safely outside Sothis. "Be sure to gather all your possessions and prepare to disembark." Qualzar beckoned to the possessed divs and they obediently fell in line, with Ahriman's powerless spirit helplessly trapped. "Thank you for flying Pyramid Air!"

    We win!


    And there we've completed one of the hardest scenarios in PACG! Massive congratulations to all, and thanks for flying!

    COMPLETED SCENARIO 3-6E: CRASHDOWN

    TIER PROGRESSION:
    All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Party -> Tier 6, 5XP

    SCENARIO REWARD:

  • Each player can grant 1 of her Pathfinder Society Roleplaying Guild characters a +3 bonus to all saving throws against the effects of members of the Usij, agents of Ahriman, and Div for the duration of one adventure. The character can activate this benefit during an adventure, but the bonus cannot retroactively change a saving throw from a failure into a success. Note this reward on your Chronicle sheet, and cross it off when used.

    DEVELOPMENT:

    Terrible grinding screeches throughout the pyramid, and you feel its power wink out like a mighty candle. Outside the transparent wall, you see that the sepulcher is plummeting to the ground. Despite a twinge of fear for your own life, relief washes over you. You lean back from the controls, content to know that you’ve saved more than 100,000 souls from annihilation.

    As you plan to use the fading teleportation platform to abandon ship, you notice a final piece of mural on the platform’s floor. It shows not Ahriman, but something else.

    A mighty black carapace that can only be Ulunat, the Unholy First, rampaging through Sothis on bladed limbs.

    And a flying pyramid seemed to awaken it.

    PERSONALIZED DEVELOPMENT:
    'As unlikely as it sounds,' Estra thinks, 'I think Qualzar may have just saved all of Sothis.'

    Skizza fires gunshots into the air, whooping in celebration, Darago adding his own cheers as Lini remains in a state of quiet contemplation respectively. Estra falls into Honaire's arms in exhaustion, letting down the web of magics she'd weaved through the pyramid, the Divs, her allies and herself; her most grandiose shaping of spirits, a glorious Danse Macabre, having passed back into the realm it belongs.

    Qualzar is the first to march into the gloriously bright, parched sun of Osirion, just outside Sothis - the vast shell of Ulunat glistening amidst the spires of the city in the distance. Skizza, then Lini follows, with Darago waiting back to offer the elderly spiritualist a hand.

    As the spiritualist and necromancer leave the accursed pyramid, both notice a final piece of mural on the floor of the control room. It shows not Ahriman, but something else.

    A mighty black carapace that can only be Ulunat, the Unholy First, rampaging through Sothis on bladed limbs.

    And a flying pyramid seemed to awaken it. Estra and Darago share a concerned look, before Estra shakes off his help, summoning her cane to her hand telekinetically and borrowing Honaire's strength to stand a bit straighter, wandering back into the desert sun and eyeing the vast beetle carapace in the distance.

    ACQUIRED CARDS:

    Catching Cape (Armor B)
    Falcon Crown (Armor 4)

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

    Detect Undead (Spell 1)


  • COMPLETED ADVENTURE 3-6: DESTRUCTION DESCENDING

    ADVENTURE REWARD:

  • Each player unlocks the ability to play Zadim from the Mummy’s Mask Base Set using the Rogue Class Deck.
  • Each player unlocks the ability to play Mavaro from the Mummy’s Mask Character Add-On Deck using the Magus Class Deck.

    COMPLETED ADVENTURE PATH: SEASON OF PLUNDERED TOMBS

    ADVENTURE REWARD:

  • Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters. That character may treat the loot Blessing of the Sages as if it is in her Class Deck box.

    Blessing of the Sages:
    Loot P
    Type: Blessing
    Traits: Arcane Undead

    Discard this card to add 1 die to any check.

    Recharge this card to add 3d8 to any Knowledge or Perception check.

    Recharge this card to examine the top card of any location deck; you may ignore any power that happens when you examine a card. If the examined card lists Knowledge or Perception in its check to acquire or defeat, you may encounter it.


  • But that's not all. For those brave enough, there is a single scenario to go. The "Capstone", the Epilogue, the final scenario available only to people who've braved the full Adventure Path, with its own reward!

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

    SCENARIO 3-P: TIDE OF THE UNHOLY FIRST

    Amighty crash heralds the flying pyramid’s return to solid ground. Stone cracks and dust flies, but you’ve survived!

    As you crawl from the wreckage into the searing Osirian daylight, an image haunts you. Right before you switched off the sepulcher’s flying magic, you noticed a mural nearby. In the scene, the mountain-sized carapace of Ulunat, the Unholy First and spawn of the Rough Beast Rovagug, was not dormant at the center of Sothis as it has been for millennia. Rather, the awakened beast rampaged through the city. The scene was as terrible as a painted bas-relief could depict—buildings were blasted and maimed citizens fled in terror. Above it all was a flying pyramid that seemed to have roused the monster from slumber.

    You’re testing your wobbling legs about a mile outside of Sothis when the first screams hit your ears. In the distance, the shining black carapace of Ulunat has sprouted 10 bladed legs and a gargantuan forehead horn, and it’s plowing sluggishly through the Old City district. Entire facades of buildings are flying, the streets beneath are cracking, and crowds of screaming residents are fleeing for their lives.

    The mural in the flying pyramid wasn’t a metaphor.

    It was a prediction, and the flying pyramid has awakened the long-defeated beast!

    Heart pounding, the weight of what you’ve brought about bearing down on your shoulders, you know there are only two things you can do.

    You’ve got to get as many citizens out of the spawn’s path as possible.

    And you’ve got to destroy Ulunat.

    LOCATIONS:
    1 - SMOKING DEN
    1 - SURGERY
    1 - TOOTH & HOOKAH
    2 - GOLDEN LAKE
    3 - VIZIER’S HILL
    4 - DYE MARKET
    5 - CANNY JACKAL

    THREAT LIST:

  • Villain: Ulunat
  • Closing Henchmen: Aghash

    DURING THIS SCENARIO:

  • To play this scenario, characters mus have gained the reward from the Season of Plundered Tombs Adventure Path.

  • Treat the Adventure Deck number as 7.
  • The scourge die is 1d10.

  • When you are dealt Acid, Electricity or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourges Curse of Blindness and Curse of the Ravenous.

  • When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each.
  • When building the blessings deck, use only 15 blessings.

  • When you would discard a card from the blessings deck, you may instead bury 2 cards from your hand, deck, and/or discard pile.

  • When you first encounter Ulunat, summon and build the location Festering Ulunat.

  • If an ally would be banished from your location deck, you may discard the top card of your deck to instead put the ally on top of a location deck.

  • For your Diplomacy check to acquire an ally, you may instead use your Acrobatics or Fortitude skill.
  • When you acquire an ally, you may display it next to the scenario. (8 displayed allies are required to close Festering Ulunat, permanently defeat Ulunat, and win the scenario.)

  • At the end of your turn, if you did not encounter Ulunat this turn, examine the top 1d4+1 cards of a random open location deck; after you examine a boon, banish it.


  • After you've handled your Deck Upgrades; it's time for the actual final battle! As always; start by picking your Traders! The locations are listed below in case they impact your Trader decisions.

    Also, no I don't know why the story has us crawling from the wreckage of the pyramid when we explicitly used a teleportation circle to abandon ship.

    Link to Ulunat and Festering Ulunat text, which may impact your choices of Trader and Loot. He's a big one.

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

    Location #1: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #2: Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #3: Tooth and Hookah
    At This Location: If you fail to acquire an ally, shuffle that card back into this location.
    When Closing: Summon and acquire a random ally from the box.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #4: Golden Lake
    At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
    When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #5: 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: 1 Bl: 1 ?: 1
    Located/Displayed Here: None

    Location #6: Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

    Location #7: Canny Jackal
    At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, summon and encounter an ally.
    M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 3 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: None


    Male Gnome Sorcerer/Impeller Deck Handler

    Gaining Hero Point
    Forfeiting upgrade
    Replacing Loot Spell B Remove Curse with Spell 3 Dimension Leap
    Replacing Loot Item 1 Tablet of Languages Lost with Item 1 Crown of Charisma.  Replacing Item 3 Mist Horn with Loot Item 1 Tablet of Languages Lost
    Replacing Loot Item 3 Scarab of Mummy Defense with Item 3 Headband of Alluring Charisma.  Replacing Item 3 Headband of Alluring Charisma with Loot Item 4 Golden Serpent Armband
    Sunburst Market: Trading Weapon 4 Giantbane Dagger +1 for Item C Key of the Second Vault
    Starting at Skizza's Location

    Qualzar strode imperiously through Sunburst Market as fires and panic ricocheted around Sothis. He had conjured from somewhere an oversized golden key which he claimed was the “key to the city”, and once more the sorcerer’s gaudy crown sat ridiculously atop his gnomish head. He waved to Skizza. “See how they properly greet the return of Qualzar the Civic-Minded!”

    Qualzar wrote:

    Hand: Dimension Leap (banish to recovery at start of encounter to move me to/from encounter location), Blessing of Pharasma B (discard to bless/double bless if spell is cast), Khai-Utef (recharge to bless monster combat/double bless if villain or henchman), Blessing of Abadar (discard to bless/double bless if to defeat barrier), Golden Serpent Armband, Dominate, Life Leech,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Notes:
    Ask before using: Blessing of Pharasma; Blessing of Abadar
    Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Blessing for Conflagration; Khai-Utef; Dimension Leap

    Skills and Powers:

    Skills:
    Strength d6 [] +1 [] +2
    Dexterity d6 [] +1 [] +2
    Constitution d4 [] +1
    Intelligence d10 [X] +1 [X] +2 [X] +3
    -- Knowledge: Intelligence +2
    Wisdom d6 [] +1 [] +2 [] +3
    -- Perception: Wisdom +2
    Charisma d10 [X] +1 [X] +2 [X] +3 [X] +4
    -- Arcane: Charisma +2
    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: Arcane, Mental
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) ([X] +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.
    [X] 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.
    Hero points: 6


    Since the AD# is 7; the only cards available at (non-Sunburst Market) Traders are AD6 boons.

    Which is a shame, perphaps, because I think some of the AD4 and AD5 armor is more powerful than the AD6 armor in Mummy's Mask.

    TRADERS

    Ghoul Market (Lini):

    Horn Lamellar:

    MM Armor 6
    Traits: Light Armor
    To Acquire: Constitution Fortitude 10 OR Intelligence Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.
    Gravewatcher Chain Mail:

    MM Armor 6
    Traits: Light Armor Magic Pharasma
    To Acquire: Constitution Fortitude Wisdom Divine 13
    Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check. Reveal this card to reduce all damage dealt to you by 3. Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead. If proficient with light armors, recharge this card to examine the top card of your deck.

    Falsin Deek (Skizza):

    Carpet of Flying:

    MM Item 6
    Traits: Object Magic
    To Acquire: Intelligence Craft Charisma Suvival 13
    Recharge this card to evade a bane, then move all characters at this location to another location. Display this card. While displayed, reduce Fire or Electricity damage dealt to all characters at your location by 2. Recharge this card at the end of the turn.
    Tears of Death:

    MM Item 6
    Traits: Liquid Poison Alchemical
    To Acquire: Intelligence Craft 13
    Reveal this card to add 2d8 and the Acid, Cold, or Poison trait to your combat check using a weapon. Then succeed at a Craft or Disable 12 check; otherwise, you are dealt 1d4+1 Poison damage, then bury your discard pile.

    Silver Crusade

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

    TRADE (Sunburst Market): Blessing of Qi Zhong -> Stained Glass Elemental (Ally 0)

    LOOT: Pious Healer -> Neferekhu
    LOOT: Falcon Crown -> Khepresh of Refuge

    Note that I have not taken Mythopoeic Sphinx; the Binder's Tome is probably more important in this ally-centric scenario, even though it can't be used against the Villain.

    Estra starts at the Tooth and Hookah. My extremely high Diplomacy and Wisdom checks can be leveraged to acquire these allies quickly!

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

    Estra wrote:

    Hand: Summon Hellhounds, Create Mindscape, Khepresh of Refuge, Flame Staff (Core), Honaire, Psychic Rager, Bound Lantern Archon,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Create Mindscape - Freely display next to any location to add +1d4 to Int/Wis/Cha checks at that location. Use it to help acquire allies if needed!
    Summon Hellhounds - Freely display next to my location to add +2d6 and fire to every combat check there for a round, at a cost to myself. Worthwhile against Ulunat!
    Cleanser of Abominations - During my turn, I can use my player boon (which I've been saving for the endgame) to remove a scourge from a player. I have 3 uses left.

    At the start of the first turn; Estra sends Bound Lantern Archon to Recovery to examine the top 3 cards of her deck, re-arrange them as follows...

    Javelin of Lightning
    Hypercognition
    Blessing of the Lady of Graves

    Then draws Javelin of Lightning.

    "

    Estra wrote:

    Hand: Summon Hellhounds, Create Mindscape, Khepresh of Refuge, Flame Staff (Core), Honaire, Psychic Rager, Javelin of Lightning,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 4
    NOTES:
    Available Support: Create Mindscape - Freely display next to any location to add +1d4 to Int/Wis/Cha checks at that location. Use it to help acquire allies if needed!
    Summon Hellhounds - Freely display next to my location to add +2d6 and fire to every combat check there for a round, at a cost to myself. Worthwhile against Ulunat!
    Cleanser of Abominations - During my turn, I can use my player boon (which I've been saving for the endgame) to remove a scourge from a player. I have 3 uses left.
    Other: Bound Lantern Archon remains in Recovery for now.

    Deck, Discard, Buried:

    Reloaded: Hypercognition, Blessing of the Lady of Graves,
    Middle of Deck (Unknown Order): Channel the Gift, The Olivaro Opuscules, Blessing of the All-Seeing Eye, Valet, Ley Line, Stained Glass Elemental, Safety Bubble, Psychic Surgery, Binder's Tome, Phoenix Cloak, Neferekhu, Restorative Touch
    Recharged:
    Discard Pile:
    Buried Pile:

    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 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    *Diplomacy: Charisma +3

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armor
    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.
    [X] 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.
    "


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

    Trading in Helm of Electric Radiance and Keen Scythe +2 for Gravewatcher Chain Mail. Trading in Wand of Flying for Life Lantern. Trading Magnetic Grimoire for Hand of the Honest Man. Starting location same as Estra.

    Lini wrote:

    Hand: Blessing of the Seventh Veil, Divine Blaze, Vampire Bat, Blessing of Sivanah, Vengeful Storm, Life Lantern, Fire Snake,

    Displayed:
    Deck: 14 Discard: 0 Buried: 1
    Hero Points: 3
    "NOTES:
    Available Support: Blessings are available for use.

    Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.

    Blessing of the Seventh Veil: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.
    Movement: Move me to the if my location closes.
    Other: Hi I'm Lini! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the All-Seeing Eye, Frilled Lizard, Mastiff, Gravewatcher Chain Mail, Binder's Tome, Pyrotechnic Blast, Death's Touch, Breath of Life, Pteranodon, Channel the Gift, Restorative Touch, Velociraptor, Blessing of Milani, Hand of the Honest Man
    Recharged:
    Discard Pile:
    Buried Pile: Helm of Electric Radiance,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Intelligence +3
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

    Favored Card: X
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    [X] Weapon [ ]Light Armor (hand size)
    POWERS:
    When you play an ally with the animal trait, you may recharge it instead of discarding it.
    You may reveal an ally with the animal trait to add 1d4 ([X] +1) ([X] +2) ([X] +3) ([x] +4) to your check.
    You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.


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

    Trader: Exchanging Wandcaster Bow for Blessing of Abadar

    Loot: Exchanging Binder's Tome for Mask of the Forgotten Pharaoh
    Exchanging Wand of Scorching Ray with Game of Afterlife

    Starting Location: Golden Pool

    "

    Darago wrote:

    Hand: Fire Snake, Fox (Core), Blessing of Master of Masters, Ice and Fire, Helm of Electric Radiance, Blessing of the Seventh Veil, Game of Afterlife,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Seventh Veil: +2 dice on INT/CHA Non-combat
    Master of Masters: +2 dice on INT check

    Game of Afterlife: Bury for de-curse (I can make INT 8 to recharge)

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Disintegrate, Magnetic Grimoire, Blessing of Abadar, Bound Lantern Archon, Blessing of Isis, Mask of the Forgotten Pharaoh, Volcanic Storm, Headband of Epic Intelligence, Iceblade Spelldagger, Cloudburst, Blessing of Pharasma, Icy Prison (Core), Scrying, Phoenix Cloak, Death's Touch
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d8 ☑ +1 ☑ +2 ☐ +3
    Fortitude: Constitiution +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Arcane: Intelligence +2
    Knowledge: Intelligence +2
    Wisdom d8 ☑ +1 ☐ +2 ☐ +3

    Charisma d6 ☐ +1 ☐ +2
    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    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 ([X]+1) ([ ]+2) to your check([X] or a check by any character at the location).
    [X] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.

    [/spoiler]"

    The Exchange

    Deck Handler

    Location: Surgery (I guess).

    Skizza wrote:


    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Dragon Pistol +1: Recharge this card to add 1d6 and this card's traits to a combat check by another character at your location.
    Blasting Pistol +2: Discard this card to add 2d4 and the Force trait to a combat check by a character at your location.
    Deadeye Pistol +1: Shuffle this card into your deck to add 1d6 to a combat check by another character at your location.
    Enervating Pistol: +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4.
    Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
    Blessing of Sivanah: Discard this card to add 2 dice to any Intelligence or Charisma non-combat check. Or 1 die to any check.
    Cannon Master: Bury this card to add 2d6 and the Firearm trait to any combat check. Reduce all damage dealt in that check to 0."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Tetisurah, Swiftshooter, Deadeye Pistol +1, Lucky Rifle +2, Blessing of Alkenstar, Weaponrack Backpack, Eagle, Dragonbreath Shot, Beneficial Bandolier, Blessing of Alkenstar C, Cannon Master, Blasting Pistol +2, Enervating Pistol +3, Blessing of Old Deadeye
    Recharged:
    Discard Pile:
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: +2
    Ranged: +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    X
    POWERS:
    When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
    When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
    [X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
    [X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
    [ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.


    And we're off; Skizza starting!

    This is a complex scenario; don't be afraid to pause and strategize as needed. There's a lot to keep track of, including a lot of optional effects and a requirement to acquire a bunch of allies before we can win, but only one mandatory effect every single turn, which is the end-of-turn banishing.

    Don't forget that we can pause the (small) timer by burying cards. Also, Ulunat is going to be extremely difficult to fight (even with the +2d12 eventually added by Festering Ulunat), and we're going to want to get every means of supporting a check freely as we can find. We've hit Combat results higher than 50 plenty of times before; let's see if we can do it one last time!

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

    During This Adventure: =
    PLAYER HANDS || LOOT || HENCHMAN / VILLAINS / SUMMONS
    Transition Guide image || Conversion Guide link
    =

  • The Adventure Deck number is 7.
  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourges Curse of Blindness and Curse of the Ravenous.

    During This Scenario: =
    • When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each.
    • When building the blessings deck, use only 15 blessings.

    • When you first encounter Ulunat, summon and build the location Festering Ulunat.

    • When you would discard a card from the blessings deck, you may instead bury 2 cards from your hand, deck, and/or discard pile.
    • If an ally would be banished from your location deck, you may discard the top card of your deck to instead put the ally on top of a location deck.
    For your Diplomacy check to acquire an ally, you may instead use your Acrobatics or Fortitude skill.
    When you acquire an ally, you may display it next to the scenario. (8 displayed allies are required to close Festering Ulunat, permanently defeat Ulunat, and win the scenario.)

    • At the end of your turn, if you did not encounter Ulunat this turn, examine the top 1d4+1 cards of a random open location deck; after you examine a boon, banish it.

    Additional Rules: THREAT LIST:

  • Villain: Ulunat
  • Henchmen: Aghash

    Scenario Level (#): 7

    Turn: 1, Skizza/agent_eclipse

    Random Cards:

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

    Spoiler:
    Rukh
    MM
    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.

    Spoiler:
    Guardian Thunderbirds
    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.

    Spoiler:
    Graven Guardian of Set
    MM
    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.

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

    Spoiler:
    Steel Scorpion
    MM
    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:
    Holy Word Trap
    MM
    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:
    Killing Box
    MM
    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.

    Spoiler:
    Sightless Starvation
    MM
    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.

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

    Spoiler:
    Frost Sling +1
    MM
    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:
    Spellsword +2
    MM
    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:
    Disrupting Rapier +1
    MM
    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.

    Spoiler:
    Dagger of Doubling
    MM
    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.

    Spells
    Spoiler:
    Smite Abomination
    MM
    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:
    Ride the Lightning
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    To Acquire:
    Intelligence
    Arcane 15
    Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, move after the encounter.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.

    Spoiler:
    Locate Object
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

    Spoiler:
    Whip of Centipedes
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 10
    For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    Alchemist's Shield
    MM
    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:
    Parade Armor
    MM
    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.

    Spoiler:
    Elemental Brass Mail
    MM
    Armor 6
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    OR Intelligence
    Arcane
    Wisdom
    Divine 14
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

    Spoiler:
    Aegis of Recovery
    MM
    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.

    Spoiler:
    Day Star Half-Plate
    MM
    Armor 3
    Traits:
    Heavy Armor Magic
    To Acquire:
    Constitution
    Fortitude
    Divine 10
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

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

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

    Spoiler:
    Bottled Lightning
    MM
    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.

    Spoiler:
    Frost Staff
    MM
    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.

    Spoiler:
    Carpet of Flying
    MM
    Item 6
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Suvival 13
    Recharge this card to evade a bane, then move all characters at this location to another location.
    Display this card. While displayed, reduce Fire or Electricity damage dealt to all characters at your location by 2. Recharge this card at the end of the turn.

    Allies
    Spoiler:
    Freed Soul
    MM
    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:
    Stone Weasel
    MM
    Ally B
    Traits:
    Animal
    Elemental
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.

    Spoiler:
    Black Kiss
    MM
    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.

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

    Spoiler:
    Khelru
    MM
    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.

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

    Spoiler:
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Spoiler:
    Blessing of Abadar
    MM
    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.

    Current Hour:

    Blessing of the Elements:
    Blessing of the Elements
    MM
    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.

    Hours Remaining: 14

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Estra/Yewstance:
    Spoiler:
    Hourglass Card 1 Estra/Yewstance
    Blessing of Bastet
    MM
    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.
    Hourglass Card 2 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Lini/Bigguyinblack
    Blessing of the Ancients
    MM
    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.
    Hourglass Card 3 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 3 Darago/AAUGHWHY
    Blessing of Thoth
    MM
    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.
    Hourglass Card 4 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 4 Qualzar/EmpTyger
    Blessing of Maat
    MM
    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.
    Hourglass Card 5 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 5 Skizza/agent_eclipse
    Blessing of Bastet
    MM
    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.
    Hourglass Card 6 Estra/Yewstance:
    Spoiler:
    Hourglass Card 6 Estra/Yewstance
    Blessing of the Elements
    MM
    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.
    Hourglass Card 7 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 7 Lini/Bigguyinblack
    Blessing of Pharasma
    MM
    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.
    Hourglass Card 8 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 8 Darago/AAUGHWHY
    Blessing of the Elements
    MM
    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.
    Hourglass Card 9 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 9 Qualzar/EmpTyger
    Blessing of the Elements
    MM
    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.
    Hourglass Card 10 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 10 Skizza/agent_eclipse
    Blessing of the Elements
    MM
    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.
    Hourglass Card 11 Estra/Yewstance:
    Spoiler:
    Hourglass Card 11 Estra/Yewstance
    Blessing of Horus
    MM
    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.
    Hourglass Card 12 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 12 Lini/Bigguyinblack
    Blessing of the Elements
    MM
    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.
    Hourglass Card 13 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 13 Darago/AAUGHWHY
    Blessing of the Ancients
    MM
    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.
    Hourglass Card 14 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 14 Qualzar/EmpTyger
    Blessing of the Ancients
    MM
    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: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here:

    Conflagration:

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

    Smoking Den Card 1:
    Find Traps
    MM
    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.
    Smoking Den Card 2:
    Blessing of the Ancients
    MM
    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.
    Smoking Den Card 3:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.
    Smoking Den Card 4:
    Ulunat
    None
    Villain B
    Type: Monster
    Traits:
    Vermin
    To Defeat:
    Combat 40
    OR Constitution
    Fortitude
    Wisdom 20
    THEN Combat 50

    Ulunat is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
    While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
    If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
    If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

    Smoking Den Card 5:
    Toxic Geyser
    MM
    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.
    Smoking Den Card 6:
    Osirion Ancestor
    MM
    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.
    Smoking Den Card 7:
    Shocking Chest
    MM
    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.
    Smoking Den Card 8:
    Minnothet
    MM
    Ally 2
    Traits:
    Human
    Shopkeeper
    Aspis
    To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
    Smoking Den Card 9:
    Kalnaka
    MM
    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.
    Smoking Den Card 10:
    Greatclub +1
    MM
    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.
    Smoking Den Card 11:
    Ubashki
    MM
    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.

    Location #2: Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here: Skizza/agent_eclipse, Qualzar/EmpTyger,
    Conflagration:

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

    Surgery Card 1:
    Symbol of Fear
    MM
    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.
    Surgery Card 2:
    Vision
    MM
    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 escapes 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.
    Surgery Card 3:
    Anubis Staff
    MM
    Item 1
    Traits:
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis
    To Acquire:
    Arcane
    Divine 6
    For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
    Bury this card to evade a monster you encounter that has the Undead trait.
    Surgery Card 4:
    Mahga Threefingers
    MM
    Ally B
    Traits:
    Half-Orc
    Ranger
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
    Discard this card to explore your location.
    Surgery Card 5:
    Potion of Energy Resistance
    MM
    Item B
    Traits:
    Liquid
    Alchemical
    To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.
    Surgery Card 6:
    Scarab Swarm
    MM
    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.
    Surgery Card 7:
    Vanth
    MM
    Monster 2
    Traits:
    Outsider
    Psychopomp
    To Defeat:
    Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.
    Surgery Card 8:
    Aghash
    MM
    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.
    Surgery Card 9:
    Blessing of Horus
    MM
    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.
    Surgery Card 10:
    Idorii
    MM
    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.
    Surgery Card 11:
    Pard
    MM
    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.

    Location #3: Tooth and Hookah
    At This Location: If you fail to acquire an ally, shuffle that card back into this location.
    When Closing: Summon and acquire a random ally from the box.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here: Estra/Yewstance, Lini/Bigguyinblack,
    Conflagration:

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

    Tooth and Hookah Card 1:
    Osirion Ancestor
    MM
    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.
    Tooth and Hookah Card 2:
    Void Glyph
    MM
    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.
    Tooth and Hookah Card 3:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
    Tooth and Hookah Card 4:
    Mad Dog Marrn
    MM
    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.
    Tooth and Hookah Card 5:
    Toxic Geyser
    MM
    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.
    Tooth and Hookah Card 6:
    Nefti the Bard
    MM
    Ally B
    Traits:
    Human
    Bard
    Aspis
    To Acquire:
    Charisma
    Diplomacy 8
    If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
    During a character at your location's explore step, discard this card to allow her to explore her location.
    Tooth and Hookah Card 7:
    Aghash
    MM
    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.
    Tooth and Hookah Card 8:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.
    Tooth and Hookah Card 9:
    Burglar's Buckler
    MM
    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.
    Tooth and Hookah Card 10:
    Enchanter
    MM
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.
    Tooth and Hookah Card 11:
    Safety Bubble
    MM
    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.

    Location #4: Golden Lake
    At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
    When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Darago/AAUGHWHY,
    Conflagration:

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

    Golden Lake Card 1:
    The Evil Eye
    MM
    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.
    Golden Lake Card 2:
    Bone Lamellar
    MM
    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.
    Golden Lake Card 3:
    Elemental Arachnid
    MM
    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.
    Golden Lake Card 4:
    Aghash
    MM
    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.
    Golden Lake Card 5:
    Poison Spiked Pit Trap
    MM
    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.
    Golden Lake Card 6:
    Marianix Karn
    MM
    Ally B
    Traits:
    Human
    Aspis
    Sage
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.
    Golden Lake Card 7:
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.
    Golden Lake Card 8:
    Acute Senses
    MM
    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.
    Golden Lake Card 9:
    Blessing of Pharasma
    MM
    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.
    Golden Lake Card 10:
    Pillar of Life
    MM
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Golden Lake Card 11:
    Hand of Glory
    MM
    Item 6
    Traits:
    Accessory
    Magic
    Gambling
    Mummy
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth checks; that character may evade non-villain, non-henchman monsters.
    At the end of the turn, you may roll 1d6. On a result of 4 or higher, recharge this card, otherwise, bury this card and you are dealt 1 Poison damage.

    Location #5: 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: 1 Bl: 1 ?: 1
    Located/Displayed Here:

    Conflagration:

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

    Vizier's Hill Card 1:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
    Vizier's Hill Card 2:
    Returning Throwing Axe +1
    MM
    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.
    Vizier's Hill Card 3:
    Tar Tomb
    MM
    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.
    Vizier's Hill Card 4:
    Fate Blade
    MM
    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.
    Vizier's Hill Card 5:
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Vizier's Hill Card 6:
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.
    Vizier's Hill Card 7:
    Ice Storm
    MM
    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.
    Vizier's Hill Card 8:
    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Vizier's Hill Card 9:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check at another location.
    Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.
    Vizier's Hill Card 10:
    Aghash
    MM
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Vizier's Hill Card 11:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Location #6: Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here:
    Conflagration:

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

    Dye Market Card 1:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.
    Dye Market Card 2:
    Advocate's Armor
    MM
    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.
    Dye Market Card 3:
    The Viper
    MM
    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.
    Dye Market Card 4:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    To acquire this card, be dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
    Dye Market Card 5:
    Collapsing Sphinx
    MM
    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.
    Dye Market Card 6:
    Ring of the Grasping Grave
    MM
    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.
    Dye Market Card 7:
    Quicksand Bunyip
    MM
    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.
    Dye Market Card 8:
    Bonecrusher Hunter
    MM
    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.
    Dye Market Card 9:
    Axe of the Imperative
    MM
    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.
    Dye Market Card 10:
    Aghash
    MM
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Dye Market Card 11:
    Tooled Crocodile Skin
    MM
    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.

    Location #7: Canny Jackal
    At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, summon and encounter an ally.
    M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 3 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here:
    Conflagration:

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

    Canny Jackal Card 1:
    Aghash
    MM
    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.
    Canny Jackal Card 2:
    Polymorph Gas
    MM
    Barrier 6
    Traits:
    Curse
    Trap
    Magic
    Poison
    To Defeat:
    Constitution
    Fortitude
    Intelligence
    Perception 14
    If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.
    Canny Jackal Card 3:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check at your location.
    Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration.
    You may discard a card from the blessing deck to recharge this card instead of discarding it.
    Canny Jackal Card 4:
    Fate Blade
    MM
    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.
    Canny Jackal Card 5:
    Giant Slug
    MM
    Ally B
    Traits:
    Animal
    Acid
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.
    Canny Jackal Card 6:
    Mumia Smugglers
    MM
    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.
    Canny Jackal Card 7:
    Scarab Sand
    MM
    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.
    Canny Jackal Card 8:
    Ice Storm
    MM
    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.
    Canny Jackal Card 9:
    Potion of Healing
    MM
    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.
    Canny Jackal Card 10:
    Rhino Hide Armor
    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to reroll a die on your Strength check; take the new result.
    Canny Jackal Card 11:
    Wyvern Poison
    MM
    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.

  • The Exchange

    Deck Handler

    Start of Turn.
    Check to clear Conflagration.
    Disable 9: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13 Conflagration Banished.

    Display Adamantine Bullets and Shock Bullets.

    Explore Surgery Card 1: Symbol of Fear.
    Symbol of Fear displayed next to Skizza.

    Discard Blessing of Milani to Explore Card 2: Vision.
    Intelligence 13: 1d10 + 4 ⇒ (6) + 4 = 10 Banished.

    Discard Blessing of Tsukiyo to Explore Card 3: Anubis Staff.
    Banished.

    End Turn.
    Scenario: Examine Top: 1d4 + 1 ⇒ (1) + 1 = 2 of Location: 1d7 ⇒ 7. Canny Jackal Card 1: Aghash (Trigger) & Card 2: Polymorph Gas.
    Trigger: Discard Blessing from Blessings Deck and shuffle Sandstorm into Blessings Deck.

    Attempt to remove Symbol of Fear.
    Discard Blessing of Alkenstar B.
    Constitution 8: 1d6 + 1d12 ⇒ (3) + (2) = 5 Symbol of Fear still displayed.

    Reset Hand.

    Skizza nods to Qualzar as they head into the city under seige.

    "Lots of explosions...but not too excited this time. Skizza has awards for staying alive not being blown up. Who cares about shiny medals and new tools if I am not around to mess with em." he says nervously while rigging some stalls to crash down and smother the flames.

    As he skitters about he quickly sets off a trapped sigil that preys upon his fear.

    "IT IS TOO BIG. SKIZZA DIDN'T SIGN UP FOR THAT." he says in a panic picking up pace trampling over a scroll and staff.

    As he attempts to gather he has a vision of an Aghash and more traps at the Canny Jackal.

    "Even the inns are filled with monsters and tricks. Nowhere is safe." he says already downing a salve from the buckler on his arm. He sits down dizzied and whining at Qualzar.

    Skizza wrote:


    Displayed: Symbol of Fear, Adamantine Bullets, Shock Bullets,
    Deck: 9 Discard: 3 Buried: 0
    Hero Points: 6
    "NOTES:
    Available Support: Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
    Enervating Pistol +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4, or 1d4+4 if you have the Arcane skill.
    Blessing of Old Deadeye: Recharge this card to add 1 die to any Ranged check or On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result."

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Weaponrack Backpack, Blasting Pistol +2, Blessing of Alkenstar, Deadeye Pistol +1, Tetisurah, Beneficial Bandolier, Blessing of Alkenstar C, Cannon Master, Dragonbreath Shot
    Recharged:
    Discard Pile: Blessing of Milani, Blessing of Tsukiyo, Blessing of Alkenstar B,
    Buried Pile:
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: +2
    Ranged: +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Weapon
    Hand Size: 5 ☑ 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    X
    POWERS:
    When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
    When you would fail a combat check, you may add 1d6 ([X] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and it is against a monster that is not immune to the Mental trait, you may evade it.)
    [X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card, you may banish it to explore your location.)
    [X] At the start of your turn, you may discard ([X] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
    [ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.

    Off-Turn: Discard Scarab Buckler to Heal: 1d4 + 1 ⇒ (4) + 1 = 5 cards.

    The Exchange

    Deck Handler

    Ret-Con: Qualzar discards BoAbadar to Add: 2d10 ⇒ (1, 7) = 8 to check against Conflagration (Disable 16). Conflagration defeated still.

    Silver Crusade

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

    The Ahghash is a worry atop that Canny Jackal; it may cause more Sandstorms to end up in the blessings deck as we repeatedly examine it on accident. The impact will be lessened once/if we start 'halting' the blessings deck from moving, but it's still trouble waiting to happen.

    That said, no point in dealing with it until we first clear the Conflagration so we can at least take the chance to close the location. Remember you can 'save' the allies from the closing location by putting them somewhere else with one of the scenario powers.

    OFF-TURN:
    Estra attempts to recharge Bound Lantern Archon from recovery, and displays Create Mindscape at the Tooth and Hookah to add 1d4.

    Bound Lantern Archon: Divine 10 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (3) + 6 + (2) = 11 -> Bound Lantern Archon recharged.

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

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

    Estra attempts to defeat...

    Conflagration:

    MM Henchman B
    Type: Barrier
    Traits: Trigger Obstacle Weather Fire Veteran
    To Defeat: Dexterity Disable Craft Constitution Survival 9
    When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location. The difficulty to defeat is increased by the scenario's adventure deck number. While displayed, the location may not be closed. When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.
    Estra requests that Lini discard Blessing of Sivanah to bless.
    Estra reloads Honaire to add 1d6+7.

    Constitution 16 (Blessed, Honaire): 2d6 + 1d6 + 7 ⇒ (6, 1) + (1) + 7 = 15 -> Fail, but if there was ever a scenario to do so it's this, so Estra will expend a Hero Point to reroll!
    Constitution 16 (Blessed, Honaire): 2d6 + 1d6 + 7 ⇒ (2, 1) + (5) + 7 = 15 -> Damn; but I'm not giving up. Estra recharges Khepresh of Refuge to reroll again!
    Constitution 16 (Blessed, Honaire): 2d6 + 1d6 + 7 ⇒ (5, 5) + (5) + 7 = 22 -> Costly, but at last; a pass!

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

    Tooth and Hookah Card 1: Osirion Ancestor:

    MM
    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.
    Estra discards Summon Hellhounds to encounter the examined card.
    Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (6) + 6 + (1) = 13 -> Pass; Estra draws Honaire.
    Acquired and displayed next to the scenario!

    Estra takes her free exploration.

    Tooth and Hookah Card 2: Void Glyph:

    MM
    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.
    Oof... I've got no real way of doing this. And I already used my armor, too; sigh.
    Autofail; Estra takes 1d4 ⇒ 2 Cold Damage and discards Flame Staff (Core) and Javelin of Lightning. Estra randomly moves to the 1d6 ⇒ 4 Vizier's Hill.
    Lini takes 1d4 Cold Damage and moves to a random other location.

    Undefeated and shuffled back.

    Estra reveals Honaire to heal herself 1d4 + 1 ⇒ (2) + 1 = 3 cards.
    Estra has all cards in her discard pile healed: (Summon Hellhounds, Flame Staff (Core), Javelin of Lightning). Deck shuffled.
    Honaire is discarded.

    Estra ends her turn.
    Conflagration: Estra takes 1 Fire Damage and discards Psychic Rager.

    Scenario: Estra suffers Curse of Blindness and Curse of the Ravenous.
    Curse of the Ravenous: 1d4 ⇒ 4 -> Phew, no items in discard to bury.
    Scenario: Estra examines the top 1d4 + 1 ⇒ (3) + 1 = 4 cards of the 1d7 ⇒ 2 Surgery...
    Surgery Card 3: Anubis Staff
    Surgery Card 4: Mahga Threefingers
    Surgery Card 5: Potion of Energy Resistance
    Surgery Card 6: Scarab Swarm (TRIGGER)

    I've got no cards in hand to lose, and can't beat the Scarab Swarm. If Lini was randomly moved to my location, she can try to Avenge, but otherwise the Scarab Swarm is undefeated and shuffled back into the Surgery.
    Estra discards Neferekhu from her deck (argh!) to move Mahga Threefingers to the top of the Canny Jackal (or any other location preferred by a party member) instead of banishing it.
    Anubis Staff and Potion of Energy Resistance are banished.
    Estra resets her hand.

    Estra does her best to scramble through the debris towards Ulunat; having no plan beyond a driving desperation to stop it. As she does, she's buffeted by clouds of dust and loose stone as Ulunat's movements cause powerful shockwaves and tremors throughout the city, and it's only Honaire's protection that prevents her from suffering worse.

    She uses magic to douse the flames threatening anywhere people are taking refuge, even as she tries to call the spirits of the Osirion dead to aid them against such a monstrosity. She succeeds at calling a paltry few before a magical ripple in space - likely some old trap set off by the damage to the city - tears Estra and Lini asunder from the plane, briefly, before depositing them each somewhere else in the city, far from each other and their allies.

    Estra wrote:

    Hand: Javelin of Lightning, Restorative Touch, Hypercognition, Khepresh of Refuge, The Olivaro Opuscules, Valet, Blessing of the Lady of Graves,

    Displayed: Create Mindscape, Curse of the Ravenous, Curse of Blindness,
    Deck: 11 Discard: 3 Buried: 0

    At the start of Lini's turn, Estra will banish The Olivaro Opuscules to display 3 random allies with Diplomacy as a check to acquire...

    Random Ally 1: Freed Soul:

    MM
    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.
    Random Ally 3: Black Kiss:

    MM
    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 Ally 5: Khelru:

    MM
    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 wrote:

    Hand: Javelin of Lightning, Restorative Touch, Hypercognition, Khepresh of Refuge, Valet, Black Kiss, Khelru, Freed Soul, Blessing of the Lady of Graves,

    Displayed: Create Mindscape, Curse of the Ravenous, Curse of Blindness,
    Deck: 11 Discard: 3 Buried: 0
    Hero Points: 3
    NOTES:
    Available Support: Restorative Touch - Heal and de-scourge (will use on myself at the end of Skizza's turn if there's not a bigger need elsewhere)
    Hypercognition - Freely display next to a character to add a die to Int/Wis/Cha checks for a turn
    Cleanser of Abominations - During my turn, I can use my player boon (which I've been saving for the endgame) to remove a scourge from a player. I have 3 uses left.
    Other: Two undefeated banes, and some rough penalties. At least a Conflagration is gone and an ally acquired, but that's one of my worse turns in recent memory.

    At least I can switch allies from my hand and discard pile with one of my powers, but I really need to de-scourge myself with Restorative Touch before I get to the start of my next turn, lest Blindness cost us a precious turn.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ley Line, Stained Glass Elemental, Safety Bubble, Summon Hellhounds, Psychic Surgery, Bound Lantern Archon, Blessing of the All-Seeing Eye, Flame Staff (Core), Binder's Tome, Channel the Gift, Phoenix Cloak
    Recharged:
    Discard Pile: Honaire, Psychic Rager, Neferekhu,
    Buried Pile:

    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 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    *Diplomacy: Charisma +3

    Favored Card: Loot Ally Honaire
    Hand Size: 5 ☑ 6 ☑ 7
    Proficiencies:
    Light Armor
    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.
    [X] 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.
    "


    Lini discarded Blessing of Sivanah, took 1d4 Cold Damage, and was moved to a random other location. If she moves to Vizier's Hill, she also has an Avenging opportunity.

    Remember that you can save the allies out of locations you close, and that we can halt the hourglass if/when needed.

    Estra has a couple of nasty scourges, but she plans to clear them off herself.

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

    During This Adventure: =
    PLAYER HANDS || LOOT || HENCHMAN / VILLAINS / SUMMONS
    Transition Guide image || Conversion Guide link
    =

  • The Adventure Deck number is 7.
  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourges Curse of Blindness and Curse of the Ravenous.

    During This Scenario: =
    • When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each.
    • When building the blessings deck, use only 15 blessings.

    • When you first encounter Ulunat, summon and build the location Festering Ulunat.

    • When you would discard a card from the blessings deck, you may instead bury 2 cards from your hand, deck, and/or discard pile.
    • If an ally would be banished from your location deck, you may discard the top card of your deck to instead put the ally on top of a location deck.
    For your Diplomacy check to acquire an ally, you may instead use your Acrobatics or Fortitude skill.
    When you acquire an ally, you may display it next to the scenario. (8 displayed allies are required to close Festering Ulunat, permanently defeat Ulunat, and win the scenario.)

    • At the end of your turn, if you did not encounter Ulunat this turn, examine the top 1d4+1 cards of a random open location deck; after you examine a boon, banish it.

    Additional Rules: THREAT LIST:

  • Villain: Ulunat
  • Henchmen: Aghash

    DISPLAYED ALLIES: 1/8

    Symbol of Fear is displayed next to Skizza:

    MM 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.

    Scenario Level (#): 7

    Turn: 3, Lini/Bigguyinblack

    Random Cards:

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

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

    Spoiler:
    Caravan Raider
    MM
    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:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Spoiler:
    Burning Child
    MM
    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.

    Barriers
    Spoiler:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.

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

    Spoiler:
    Lightning Storm
    MM
    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.

    Spoiler:
    Lightning Storm
    MM
    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.

    Spoiler:
    Insanity Mist
    MM
    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.

    Weapons
    Spoiler:
    Crook and Flail of Kings
    MM
    Weapon 6
    Traits:
    Mace
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 13
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
    Recharge this card to add 1 die to your combat check that has the Attack trait.

    Spoiler:
    Staff of the Hooded Cobra
    MM
    Weapon 6
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee 14
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result on any subsequent combat checks against the same bane.
    Reveal this card and discard a spell to reduce all combat or Poison damage dealt to you to 0.

    Spoiler:
    Flaming Ranseur +3
    MM
    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.

    Spoiler:
    Shattertouch Shotel +2
    MM
    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.

    Spoiler:
    Icy Longspear +1
    MM
    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.

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

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

    Spoiler:
    Named Bullet
    MM
    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.

    Spoiler:
    Stone Skin
    MM
    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.

    Armors
    Spoiler:
    Shield of Fire Resistance
    MM
    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:
    Steel Ibis Lamellar
    MM
    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:
    Silken Ceremonial Armor
    MM
    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:
    Khamsin Coat
    MM
    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.

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

    Items
    Spoiler:
    Canteen
    MM
    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.

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

    Spoiler:
    Carpet of Flying
    MM
    Item 6
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Suvival 13
    Recharge this card to evade a bane, then move all characters at this location to another location.
    Display this card. While displayed, reduce Fire or Electricity damage dealt to all characters at your location by 2. Recharge this card at the end of the turn.

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

    Spoiler:
    Staff of Minor Healing
    MM
    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.

    Allies
    Spoiler:
    Reed Moccasin
    MM
    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.

    Spoiler:
    Druid of the Hive
    MM
    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:
    Freed Soul
    MM
    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:
    Bal Themm
    MM
    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.

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

    Blessings
    Spoiler:
    Blessing of Ptah
    MM
    Blessing 6
    Traits:
    Divine
    Ptah
    To Acquire:
    Divine 11
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

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

    Spoiler:
    Blessing of the Elements
    MM
    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:
    Blessing of the Ancients
    MM
    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.

    Current Hour:

    Blessing of Thoth:
    Blessing of Thoth
    MM
    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.

    Hours Remaining: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 1 Darago/AAUGHWHY
    Blessing of the Elements
    MM
    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.
    Hourglass Card 2 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 2 Qualzar/EmpTyger
    Blessing of the Elements
    MM
    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.
    Hourglass Card 3 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 3 Skizza/agent_eclipse
    Sandstorm
    MM
    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
    Hourglass Card 4 Estra/Yewstance:
    Spoiler:
    Hourglass Card 4 Estra/Yewstance
    Blessing of Bastet
    MM
    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.
    Hourglass Card 5 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 5 Lini/Bigguyinblack
    Blessing of the Ancients
    MM
    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.
    Hourglass Card 6 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 6 Darago/AAUGHWHY
    Blessing of Pharasma
    MM
    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.
    Hourglass Card 7 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 7 Qualzar/EmpTyger
    Blessing of the Elements
    MM
    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.
    Hourglass Card 8 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 8 Skizza/agent_eclipse
    Blessing of the Ancients
    MM
    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.
    Hourglass Card 9 Estra/Yewstance:
    Spoiler:
    Hourglass Card 9 Estra/Yewstance
    Blessing of the Elements
    MM
    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.
    Hourglass Card 10 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 10 Lini/Bigguyinblack
    Blessing of the Elements
    MM
    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.
    Hourglass Card 11 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 11 Darago/AAUGHWHY
    Blessing of Horus
    MM
    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.
    Hourglass Card 12 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 12 Qualzar/EmpTyger
    Blessing of Maat
    MM
    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.

    Location #1: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 3 Bl: 1 ?: 1
    Located/Displayed Here:

    Conflagration:

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

    Smoking Den Card 1:
    Find Traps
    MM
    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.
    Smoking Den Card 2:
    Blessing of the Ancients
    MM
    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.
    Smoking Den Card 3:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.
    Smoking Den Card 4:
    Ulunat
    None
    Villain B
    Type: Monster
    Traits:
    Vermin
    To Defeat:
    Combat 40
    OR Constitution
    Fortitude
    Wisdom 20
    THEN Combat 50

    Ulunat is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
    While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
    If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
    If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

    Smoking Den Card 5:
    Toxic Geyser
    MM
    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.
    Smoking Den Card 6:
    Osirion Ancestor
    MM
    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.
    Smoking Den Card 7:
    Shocking Chest
    MM
    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.
    Smoking Den Card 8:
    Minnothet
    MM
    Ally 2
    Traits:
    Human
    Shopkeeper
    Aspis
    To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
    Smoking Den Card 9:
    Kalnaka
    MM
    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.
    Smoking Den Card 10:
    Greatclub +1
    MM
    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.
    Smoking Den Card 11:
    Ubashki
    MM
    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.

    Location #2: Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Skizza/agent_eclipse, Qualzar/EmpTyger, (Scarab Swarm)
    Surgery Card 1:
    Scarab Swarm
    MM
    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.
    Surgery Card 2:
    Idorii
    MM
    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.
    Surgery Card 3:
    Pard
    MM
    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.
    Surgery Card 4:
    Aghash
    MM
    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.
    Surgery Card 5:
    Blessing of Horus
    MM
    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.
    Surgery Card 6:
    Vanth
    MM
    Monster 2
    Traits:
    Outsider
    Psychopomp
    To Defeat:
    Combat 13
    The Vanth is immune to the Poison trait.
    Before you act, suffer a scourge.

    Location #3: Tooth and Hookah
    At This Location: If you fail to acquire an ally, shuffle that card back into this location.
    When Closing: Summon and acquire a random ally from the box.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack, Create Mindscape displayed, (Void Glyph)
    Tooth and Hookah Card 1:
    Toxic Geyser
    MM
    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.
    Tooth and Hookah Card 2:
    Void Glyph
    MM
    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.
    Tooth and Hookah Card 3:
    Mad Dog Marrn
    MM
    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.
    Tooth and Hookah Card 4:
    Aghash
    MM
    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.
    Tooth and Hookah Card 5:
    Enchanter
    MM
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.
    Tooth and Hookah Card 6:
    Safety Bubble
    MM
    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.
    Tooth and Hookah Card 7:
    Burglar's Buckler
    MM
    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.
    Tooth and Hookah Card 8:
    Nefti the Bard
    MM
    Ally B
    Traits:
    Human
    Bard
    Aspis
    To Acquire:
    Charisma
    Diplomacy 8
    If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
    During a character at your location's explore step, discard this card to allow her to explore her location.
    Tooth and Hookah Card 9:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
    Tooth and Hookah Card 10:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.

    Location #4: Golden Lake
    At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
    When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Darago/AAUGHWHY,
    Conflagration:

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

    Golden Lake Card 1:
    The Evil Eye
    MM
    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.
    Golden Lake Card 2:
    Bone Lamellar
    MM
    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.
    Golden Lake Card 3:
    Elemental Arachnid
    MM
    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.
    Golden Lake Card 4:
    Aghash
    MM
    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.
    Golden Lake Card 5:
    Poison Spiked Pit Trap
    MM
    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.
    Golden Lake Card 6:
    Marianix Karn
    MM
    Ally B
    Traits:
    Human
    Aspis
    Sage
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card to add 1 to your checks to acquire boons.
    Recharge this card to add 1d6 to your checks to defeat barriers.
    Discard this card to explore your location.
    Golden Lake Card 7:
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.
    Golden Lake Card 8:
    Acute Senses
    MM
    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.
    Golden Lake Card 9:
    Blessing of Pharasma
    MM
    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.
    Golden Lake Card 10:
    Pillar of Life
    MM
    Spell 4
    Traits:
    Magic
    Divine
    Healing
    To Acquire:
    Wisdom
    Divine 12
    Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
    At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
    Golden Lake Card 11:
    Hand of Glory
    MM
    Item 6
    Traits:
    Accessory
    Magic
    Gambling
    Mummy
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth checks; that character may evade non-villain, non-henchman monsters.
    At the end of the turn, you may roll 1d6. On a result of 4 or higher, recharge this card, otherwise, bury this card and you are dealt 1 Poison damage.

    Location #5: 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: 1 Bl: 1 ?: 1
    Located/Displayed Here: Estra/Yewstance,

    Conflagration:

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

    Vizier's Hill Card 1:
    Curse of the Netheshuun
    MM
    Barrier 6
    Traits:
    Trigger
    Curse
    Undead
    Cold
    Magic
    To Defeat:
    Wisdom
    Divine 16
    OR Dexterity
    Disable 17
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
    Vizier's Hill Card 2:
    Returning Throwing Axe +1
    MM
    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.
    Vizier's Hill Card 3:
    Tar Tomb
    MM
    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.
    Vizier's Hill Card 4:
    Fate Blade
    MM
    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.
    Vizier's Hill Card 5:
    Blessing of Abadar
    MM
    Blessing C
    Traits:
    Divine
    Abadar
    To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check.
    Discard this card to add 2 dice to any check to defeat a barrier.
    Discard this card to explore your location.
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
    Vizier's Hill Card 6:
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.
    Vizier's Hill Card 7:
    Ice Storm
    MM
    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.
    Vizier's Hill Card 8:
    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Vizier's Hill Card 9:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check at another location.
    Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.
    Vizier's Hill Card 10:
    Aghash
    MM
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Vizier's Hill Card 11:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Location #6: Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here:
    Conflagration:

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

    Dye Market Card 1:
    Horn Lamellar
    MM
    Armor 6
    Traits:
    Light Armor
    To Acquire:
    Constitution
    Fortitude 10
    OR Intelligence
    Craft 11
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.
    Dye Market Card 2:
    Advocate's Armor
    MM
    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.
    Dye Market Card 3:
    The Viper
    MM
    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.
    Dye Market Card 4:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    To acquire this card, be dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
    Dye Market Card 5:
    Collapsing Sphinx
    MM
    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.
    Dye Market Card 6:
    Ring of the Grasping Grave
    MM
    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.
    Dye Market Card 7:
    Quicksand Bunyip
    MM
    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.
    Dye Market Card 8:
    Bonecrusher Hunter
    MM
    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.
    Dye Market Card 9:
    Axe of the Imperative
    MM
    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.
    Dye Market Card 10:
    Aghash
    MM
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Dye Market Card 11:
    Tooled Crocodile Skin
    MM
    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.

    Location #7: Canny Jackal
    At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, summon and encounter an ally.
    M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 3 Al: 4 Bl: 0 ?: 1
    Located/Displayed Here:
    Conflagration:

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

    Canny Jackal Card 1 (Mahga Threefingers):
    Mahga Threefingers
    MM
    Ally B
    Traits:
    Half-Orc
    Ranger
    To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
    Discard this card to explore your location.
    Canny Jackal Card 2 (Aghash):
    Aghash
    MM
    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.
    Canny Jackal Card 3 (Polymorph Gas):
    Polymorph Gas
    MM
    Barrier 6
    Traits:
    Curse
    Trap
    Magic
    Poison
    To Defeat:
    Constitution
    Fortitude
    Intelligence
    Perception 14
    If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.
    Canny Jackal Card 4:
    Sophronia
    MM
    Ally 4
    Traits:
    Undead
    Ghost
    Incorporeal
    To Acquire:
    Charisma
    Diplomacy 12
    Discard this card to add 2d6 and the Magic trait to a combat check at your location.
    Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration.
    You may discard a card from the blessing deck to recharge this card instead of discarding it.
    Canny Jackal Card 5:
    Fate Blade
    MM
    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.
    Canny Jackal Card 6:
    Giant Slug
    MM
    Ally B
    Traits:
    Animal
    Acid
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
    Recharge this card to add 1d4 and the Acid trait to your combat check.
    Canny Jackal Card 7:
    Mumia Smugglers
    MM
    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.
    Canny Jackal Card 8:
    Scarab Sand
    MM
    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.
    Canny Jackal Card 9:
    Ice Storm
    MM
    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.
    Canny Jackal Card 10:
    Potion of Healing
    MM
    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.
    Canny Jackal Card 11:
    Rhino Hide Armor
    MM
    Armor 6
    Traits:
    Heavy Armor
    Magic
    To Acquire:
    Constitution
    Fortitude 12
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to reroll a die on your Strength check; take the new result.
    Canny Jackal Card 12:
    Wyvern Poison
    MM
    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.


  • Male Gnome Sorcerer/Impeller Deck Handler

    (During Estra's turn)
    Discarding Blizzard from deck to reload Mahga Threefingers into Canny Jackal

    Qualzar teleported Mahga to the Canny Jackal. "Snow day! Biology class is cancelled."

    Qualzar wrote:

    Hand: Dimension Leap (banish to recovery at start of encounter to move me to/from encounter location), Blessing of Pharasma B (discard to bless/double bless if spell is cast), Khai-Utef (recharge to bless monster combat/double bless if villain or henchman), Golden Serpent Armband, Dominate, Life Leech,

    Displayed:
    Deck: 14 Discard: 2 Buried: 0
    Notes:
    Ask before using: Blessing of Pharasma
    Can use without asking: Blessing if would recharge; Blessing for Boon 6; Blessing for villain/henchman/closing; Blessing for Conflagration; Khai-Utef; Dimension Leap

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: Arcane, Mental
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) ([X] +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.
    [X] 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.

    Hero points: 6


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

    During Estra's turn Blessing of Sivanah is discarded.
    cold dmg: 1d4 ⇒ 4 Discard Blessing of the Seventh Veil, Life Lantern, Divine Blaze, and Fire Snake.

    moved to random location: 1d7 ⇒ 6 Dye Market

    Blessing of Thoth in effect. Bury

    Conflagration:

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

    survival 9 +7 revealing an animal: 1d10 + 1d4 + 10 ⇒ (8) + (3) + 10 = 21

    Move to Tooth and Hookah.

    Tooth and Hookah Card 1: Toxic Geyser:

    MM
    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.

    survival 5 +7 revealing an animal, aided by create mindscape: 1d10 + 2d4 + 10 ⇒ (6) + (1, 1) + 10 = 18

    random open location: 1d7 ⇒ 2 Surgery
    examine # of cards: 1d4 + 1 ⇒ (2) + 1 = 3

    1. Scarab Swarm Trigger. 2. Idorii, 3. Pard 2 allies about to be banished at Surgery.

    Surgery Card 1: Scarab Swarm:

    MM
    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.</