[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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Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

Per BR instructions: some retcon to correct my goofs:

The pick is not acquired due to not being able to use another weapon on the check.

Using Blessing of Pharasma on the attempt to acquire Locate Object

INT 6: 2d6 ⇒ (2, 2) = 4 Ugh! Sorry, guys!

Turn over, no discards.


No biggie; there'll be more opportunities in the future! Damiel's turn, and I'll repost the scenario update on this gameplay for ease of readability. Remember that there's now two closed locations with an ongoing usable effect.

======

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

VILLAIN:
NONE
HENCHMEN:
ASPIS ANALYSES
Additional Rules: Alchemical Laboratory is now open for business!
-

Random Monsters:

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

Monster 2
Spoiler:
Desert Trapper]
Monster B
Traits: Human Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_ Each character may play no more than 1 card on the check to defeat_

Monster 3
Spoiler:
Coffer Corpse
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_ If undefeated, move to a random location_
Random Barriers:

Barrier 1
Spoiler:
Alchemical Gas
Barrier C
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 2
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Barrier 3
Spoiler:
Falling Rubble
Barrier B
Traits: Obstacle Trap Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception Survival 6
If defeated, you may explore again_ 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 10 check to banish this barrier_
Random Weapons:

Weapon 1
Spoiler:
Twin Serpent Quarterstaff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Magic Nethys Elite
To Acquire: Strength Melee Arcane 9
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_ Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location_

Weapon 2
Spoiler:
Scimitar
Weapon B
Traits: Sword Melee Slashing Finesse Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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_

Weapon 3
Spoiler:
Scorpion Whip
Weapon 1
Traits: Whip Melee Piercing Poison Finesse Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may add or subtract 3 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_
Random Spells:

Spell 1
Spoiler:
Fireblade
Spell B
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Spell 2
Spoiler:
Acid Splash
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_

Spell 3
Spoiler:
Find Traps
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Random Armors:

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

Armor 2
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Armor 3
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Random Items:

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

Item 2
Spoiler:
Osirion History Guide
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location_

Item 3
Spoiler:
Alchemist's Kit
Item B
Traits: Tool Alchemical
To Acquire: Intelligence Craft 6
Display this card_ While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead_ While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait_ Then you may shuffle any number of cards that have the Alchemical trait into your deck_
Random Allies:

Ally 1
Spoiler:
Hyaenodon
Ally B
Traits: Trigger Animal Elite
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_

Ally 2
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

Ally 3
Spoiler:
Camel
Ally C
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter_ At the end of your turn, discard this card to move_ Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_
Random Blessings:

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

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_

Blessing 3
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Turn: 17, Damiel/khazkhaz, turn number 2 in game Game#25: [ACG] [CaG] [PluTo] Adventure 3-1: Serpents in the Deep by Yewstance, run by Yewstance

Top of Blessing Discard Pile:

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

Blessings Remaining: 13

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Ra
Blessing C
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 4
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 7
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 10
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 13
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Smoking Den
Closed
At This Location: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Oasis
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/khazkhaz, Grazzle/GMAndrew, None

Caravanserai
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Darago/AAUGHWHY, Lini/Bigguyinblack, Valeros/AbrahamZ, None

Earthworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Alchemical Laboratory Card 1:
Compass
Item B
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_
Discard this card to explore your location_

Alchemical Laboratory Card 2:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

Alchemical Laboratory Card 3:
Potion of Healing
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_

Alchemical Laboratory Card 4:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Alchemical Laboratory Card 5:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.

Alchemical Laboratory Card 6:
Shock Lizard
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_

Alchemical Laboratory Card 7:
Find Traps
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Alchemical Laboratory Card 8:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.

Alchemical Laboratory Card 9:
The Third Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_

Alchemical Laboratory Card 10:
Djinn Favor Amulet
Item 1
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2_ If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile_

Alchemical Laboratory Card 11:
Cure
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
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_


Deck Handler Weapon 2>Item 2>Spell 2

In the distance Damiel sees smoke from the Alchemical Laboratory. He moves to investigate.

Damiel finds a Compass at the entrance, a sure sign that explorers have been here before.
Wisdom 4: 1d6 ⇒ 5
Damiel uses the Compass and explores again.

A Blasphemous Priest blocks his way! Damiel douses his Dagger with the chemicals of the Bladeguard, and takes a swipe at the Undead Cleric.
Combat 10: 1d12 + 1 + 1d4 + 1d10 ⇒ (6) + 1 + (1) + (5) = 13
One swipe was all it took, and the former Priest dissolves into a noxious pile of remains.

Damiel waits at this place for his fellow adventurers to join him.

Damiel wrote:

Hand: Dagger, Cure 1, Tussah Silk Coat, Alchemy Lab, Blowgun,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: I have a Cure if you need healing.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4
Dexterity d12 +1
Disable: Dexterity +1
Constitution d6
Intelligence d10
Craft: Intelligence +3
Wisdom d6
Perception: Wisdom +2
Charisma d4

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armours, Weapons
Powers:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check.


During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

VILLAIN:
NONE
HENCHMEN:
ASPIS ANALYSES
Additional Rules: Alchemical Laboratory is now open for business!
-

Random Monsters:

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

Monster 2
Spoiler:
Desert Trapper]
Monster B
Traits: Human Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_ Each character may play no more than 1 card on the check to defeat_

Monster 3
Spoiler:
Coffer Corpse
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_ If undefeated, move to a random location_
Random Barriers:

Barrier 1
Spoiler:
Alchemical Gas
Barrier C
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 2
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Barrier 3
Spoiler:
Falling Rubble
Barrier B
Traits: Obstacle Trap Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception Survival 6
If defeated, you may explore again_ 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 10 check to banish this barrier_
Random Weapons:

Weapon 1
Spoiler:
Twin Serpent Quarterstaff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Magic Nethys Elite
To Acquire: Strength Melee Arcane 9
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_ Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location_

Weapon 2
Spoiler:
Scimitar
Weapon B
Traits: Sword Melee Slashing Finesse Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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_

Weapon 3
Spoiler:
Scorpion Whip
Weapon 1
Traits: Whip Melee Piercing Poison Finesse Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may add or subtract 3 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_
Random Spells:

Spell 1
Spoiler:
Fireblade
Spell B
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Spell 2
Spoiler:
Acid Splash
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_

Spell 3
Spoiler:
Find Traps
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Random Armors:

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

Armor 2
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Armor 3
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Random Items:

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

Item 2
Spoiler:
Osirion History Guide
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location_

Item 3
Spoiler:
Alchemist's Kit
Item B
Traits: Tool Alchemical
To Acquire: Intelligence Craft 6
Display this card_ While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead_ While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait_ Then you may shuffle any number of cards that have the Alchemical trait into your deck_
Random Allies:

Ally 1
Spoiler:
Hyaenodon
Ally B
Traits: Trigger Animal Elite
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_

Ally 2
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

Ally 3
Spoiler:
Camel
Ally C
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter_ At the end of your turn, discard this card to move_ Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_
Random Blessings:

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

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_

Blessing 3
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Turn: 18, Lini/Bigguyinblack, turn number 3 in game Game#25: [ACG] [CaG] [PluTo] Adventure 3-1: Serpents in the Deep by Yewstance, run by Yewstance

Top of Blessing Discard Pile:

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

Blessings Remaining: 12

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 3
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 6
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 9
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 12
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Smoking Den
Closed
At This Location: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Oasis
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/GMAndrew, None

Caravanserai
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Darago/AAUGHWHY, Lini/Bigguyinblack, Valeros/AbrahamZ, None

Earthworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 0 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Damiel/khazkhaz, None

Alchemical Laboratory Card 1:
Potion of Healing
Item B
Traits:
Liquid
Alchemical
Healing To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location_ That character may shuffle 1d4 random cards from his discard pile into his deck_

Alchemical Laboratory Card 2:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Alchemical Laboratory Card 3:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.

Alchemical Laboratory Card 4:
Shock Lizard
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_

Alchemical Laboratory Card 5:
Find Traps
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Alchemical Laboratory Card 6:
Aspis Agent
Henchman 1
Type: Monster
Traits:
Aspis
Human
Rogue
To Defeat:
Combat 11
OR Stealth ~Diplomacy 8
If defeated by a non-combat check, you may examine the top card of your location deck, then you may encounter it.
If undefeated, shuffle a barrier from the box into your location deck.

Alchemical Laboratory Card 7:
The Third Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_

Alchemical Laboratory Card 8:
Djinn Favor Amulet
Item 1
Traits:
Accessory
Magic
Healing To Acquire:
Constitution
Fortitude 4
OR Wisdom 7
Recharge this card to reduce all damage dealt to you by 2_ If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile_

Alchemical Laboratory Card 9:
Cure
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
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_


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

Odd that a +1 elite flaming weapon is a B. And yes you can always use one of my blessings if it gives a decent shot at an in tier spell. We are doing well and I want another Spell 1 so would add my

Adding Blessing of the Spellbound to acquire Locate Object. 2 more needed: 1d6 ⇒ 3

Woot!

Lini hears through the grapevine that we have located the Aspis base. She heads there asap.

She does some recon.

Spotting a Potion she determines that it has healing properties.
Potion of Healing Intelligence 5 revealing Crow: 1d6 + 1d4 + 1 ⇒ (6) + (1) + 1 = 8

She has her Frilled Lizard sniff around.
Hearing it make odd noises she follows it's path and encounters The Evil Eye.
Divine 6 revealing crow: 1d10 + 2 + 1d4 + 1 ⇒ (2) + 2 + (4) + 1 = 9

She out stares it. Barely. But decides to let her companions do a little work while she waits.

Lini wrote:

Hand: Crowbar Market, Crow, Frigid Blast, Binder's Tome, Potion of Healing MM,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes: Binder's Tome adds 1d4 and Mental to any combat check or charisma non combat check.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size 5
Proficient with: None
Powers:
<Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
<Power 2> You may reveal an ally with the animal trait to add 1d4 ([x] +1) ([ ] +2) to your check.
<Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
<Power 4>
<Power 5>


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Grazzle looks over his comrades, seeing that they are mostly OK. He decides to hold off on the healing.

He heads over to the Alchemical Laboratory to join the party.

He explores, uncovering an Aspis Analysis. Not too concerned with beating it right away as we can get more boons... just gonna roll for it.
Wisdom 5: 1d10 ⇒ 3 - Fail
He doesn't quite understand it, and it eludes him.

He discards his Blessing of the Gods to explore again.
Random Card: 1d7 + 2 ⇒ (5) + 2 = 7

It's The Third Law. It gets displayed. Ugh, oh well, but at least there's no more barriers in the deck besides Aspis Analysis.

Alchemical Laboratory needs a shuffle, with cards 1, 2, and 7 removed.

Grazzle wrote:

Hand: Remove Curse, Frost Staff, Inflict, Fireblade, Viper Strike, Crocodile Skin Armor,

Displayed:
Deck: 13 Discard: 1 Buried: 1
Notes:
Sideboard cards:


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

Grazzle, I used your Blessing of the Gods on my turn.


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

So, I guess remove the second explore then. That's really the only difference

Packing up so it's harder to read everyone's posts right now.


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

Darago finally gets the memo that the Party is ready to infiltrate the Alchemy Lab and heads over, looking through his pack along the way. Reveal Helpful Haversack to find Bracers of Protection. Place on bottom of deck.

Darago takes a look around...

Random Card: 1d7 + 2 ⇒ (4) + 2 = 6

...And bumps into an Aspis Agent. The Agent begins slinging various concoctions towards the party. Darago slings bolts of magic right back. Discard Force Missile 1 to use Arcane+2d4.

Combat 11: 1d10 + 2d4 + 3 ⇒ (1) + (4, 3) + 3 = 11 Ooo exactly!
Recharge Force Missile 1 Arcane 6: 1d10 + 3 ⇒ (5) + 3 = 8

With expert aim, Darago hurls Force Missiles at each of the flasks aimed at his teammates, shattering them midair. Intimidated and out of options, the Agent begins to panic and subsequently faints. Darago shoves him into a nearby supply cabinet.

Darago takes a step back to reassess the situation.

End Turn.

Darago wrote:

Hand: Magic Wooden Armor, Force Missile 2, Blessing of Pharasma, Sling, Codex, Helpful Haversack (Acquired),

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[X] When you defeat a monster that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

So I still need to reset my hand to take into consideration the retcon that resulted in me acquiring Locate Object. Either I need to a) discard one of my other cards to hold LO in my hand until I can give it to another player (which will realistically not be until turn after next because this coming turn I will begin alone at the Abandoned Dilapidated Plaza), or b) discard LO and keep my current hand of cards. Which would be better?

I guess what I'm asking is: do we actually need to hold on to this card until I can give it to one of the casters? Or, for the purposes of after-scenario rewards, will it not matter if I go ahead and discard it?

If the former is better I can do that - I don't want to interfere with the casters getting access to the reward - but do bear in mind that it will likely mean that my next two turns I'll only have 3 useable cards in hand.


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

We wanted it because it is a spell 1 for upgrade purposes. Casting it when we are all in one location could do a lot of damage off of a trigger. I suggest just putting it in your discard.


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

Ok, just wanted to confirm that discarding it doesn't interfere with the upgrade path.

At the end of Valeros turn: Discard Locate Object; keep all 4 other cards in hand

Valeros wrote:

Hand: Shock Glaive +1, Crowbar, Chain Mail 2, Ubashki,

Displayed:
Deck: 10 Discard: 4 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Ally
Hand Size 4 [ ]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([ ]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.


I believe most of the questions have already been answered, but a couple of points in response to Valeros' questions, in case they help.

  • As long as an acquired card isn't banished, it goes into the 'pool' of potential card upgrades at the end of the scenario. Anything in anyone's deck, hand, discard or buried piles that wasn't there to begin the game is free game!
  • "Deck 1" upgrades aren't always 'better' than Deck B upgrades; have a look at your class deck and consider with deck B or 1 cards you'd really like to play with. There may be some better weapons, or a better item, or a better blessing... but maybe there isn't anything you like the look of.
  • I recommend players keep in mind what cards upgrades they're looking for, and discuss to find a fair allocation for loot.. If two people want the same upgrade, decide by dice roll. Don't worry too much about what you get or don't get, though; you'll all eventually build exactly the decks you want!

=====

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

VILLAIN:
NONE
HENCHMEN:
ASPIS ANALYSES
Additional Rules: Alchemical Laboratory is now open for business!
-

Random Monsters:

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

Monster 2
Spoiler:
Desert Trapper]
Monster B
Traits: Human Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_ Each character may play no more than 1 card on the check to defeat_

Monster 3
Spoiler:
Coffer Corpse
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_ If undefeated, move to a random location_
Random Barriers:

Barrier 1
Spoiler:
Alchemical Gas
Barrier C
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 2
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Barrier 3
Spoiler:
Falling Rubble
Barrier B
Traits: Obstacle Trap Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception Survival 6
If defeated, you may explore again_ 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 10 check to banish this barrier_
Random Weapons:

Weapon 1
Spoiler:
Twin Serpent Quarterstaff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Magic Nethys Elite
To Acquire: Strength Melee Arcane 9
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_ Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location_

Weapon 2
Spoiler:
Scimitar
Weapon B
Traits: Sword Melee Slashing Finesse Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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_

Weapon 3
Spoiler:
Scorpion Whip
Weapon 1
Traits: Whip Melee Piercing Poison Finesse Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may add or subtract 3 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_
Random Spells:

Spell 1
Spoiler:
Fireblade
Spell B
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Spell 2
Spoiler:
Acid Splash
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_

Spell 3
Spoiler:
Find Traps
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Random Armors:

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

Armor 2
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Armor 3
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Random Items:

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

Item 2
Spoiler:
Osirion History Guide
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location_

Item 3
Spoiler:
Alchemist's Kit
Item B
Traits: Tool Alchemical
To Acquire: Intelligence Craft 6
Display this card_ While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead_ While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait_ Then you may shuffle any number of cards that have the Alchemical trait into your deck_
Random Allies:

Ally 1
Spoiler:
Hyaenodon
Ally B
Traits: Trigger Animal Elite
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_

Ally 2
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

Ally 3
Spoiler:
Camel
Ally C
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter_ At the end of your turn, discard this card to move_ Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_
Random Blessings:

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

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_

Blessing 3
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Turn: 21, Valeros/AbrahamZ, turn number 1 in game Game#25: [ACG] [CaG] [PluTo] Adventure 3-1: Serpents in the Deep by Yewstance, run by Yewstance

Top of Blessing Discard Pile:

Blessing of Thoth:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Blessings Remaining: 9

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 3
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 6
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 9
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Smoking Den
Closed
At This Location: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Oasis
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Caravanserai
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Valeros/AbrahamZ, None

Earthworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Damiel/khazkhaz, Darago/AAUGHWHY, Grazzle/GMAndrew, Lini/Bigguyinblack, None

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

Alchemical Laboratory Card 2:
The Third Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_

Alchemical Laboratory Card 3:
Find Traps
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Alchemical Laboratory Card 4:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.

Alchemical Laboratory Card 5:
Cure
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
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_

Alchemical Laboratory Card 6:
Shock Lizard
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_


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

With no monsters in the location deck Valeros should feel free to discard allies for explores.


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)
RotRL Lini wrote:
With no monsters in the location deck Valeros should feel free to discard allies for explores.

Thanks for this tip. That was actually the reason that I discarded my blessing to explore last time instead of my ally, because I assumed that the rest of you would benefit from having him in my hand if you ran into a combat.


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

Valeros leaves the Dilapidated Plaza and heads to the Alchemical Laboratory. When he gets there he is pleasantly surprised to see his friends, but he soon finds that they are all busily immersed in various activities. Hmph, what kind of party is this, anyway. Not even a drop of ale to be seen. He begins to rummage through the cupboards, hoping that he might find a forgotten flask. Wait! What's this? Valeros peers with interest at a seemingly forgotten Djinn Favor Amulet.

Fortitude 4: 1d8 + 1 ⇒ (8) + 1 = 9

Valeros tucks the amulet into his pouch and decides to continue looking around.

Discarding Ubashki to explore again

As Valeros continues to wander about, he finds a pamphlet that discusses something called "The Third Law." Valeros has no idea what that might mean and settles down in a corner to read about it and contemplate what - if any - relevance the Third Law might have for him.

Per the card text, it doesn't appear to me that this is going to do anything meaningful for us since we are already at the final location. Please tell me if I'm missing anything about this.

Discard Crowbar and Djinn Favor Amulet. Turn over.

Valeros wrote:

Hand: Shock Glaive +1, Spiked Chain +1, Pahmet Clansman, Chain Mail 2,

Displayed:
Deck: 8 Discard: 7 Buried: 1
Notes: If you meet the Aspis Agent, don't forget to add 1d6 to your combat check from my Pahmet Clansman.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Ally
Hand Size 4 [ ]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([ ]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.


Deck Handler Weapon 2>Item 2>Spell 2

Damiel is pleased to see his companions have joined him. He explores the Laboratory further.

In a different room, he finds a Find Trap spell. Damiel tries to figure out its workings.
Wisdom 6: 1d6 ⇒ 3
.. But he lacks the Wisdom and the Divinity to understand it, so he leaves it behind.

Damiel thinks that the Alchemical Laboratory is the best place to set up his personal Alchemy Lab as well, so he comes up with a concoction. And creates a Noxious Bomb item.

Damiel has no means to explore further, and continues his study of Alchemy.

Damiel wrote:

Hand: Dagger, Cure 1, Tussah Silk Coat, Noxious Bomb, Blowgun,

Displayed:
Deck: 10 Discard: 3 Buried: 1
Notes: I have a Cure if you need healing.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4
Dexterity d12 +1
Disable: Dexterity +1
Constitution d6
Intelligence d10
Craft: Intelligence +3
Wisdom d6
Perception: Wisdom +2
Charisma d4

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armours, Weapons
Powers:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check.


Nice acquire on the Item 1!

Just so you know, as Lini previously mentioned, there's no Aspis Agent left, he was already defeated in this location earlier. The mystery card is just the Aspis Analysis, so no more combat checks for the scenario.

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

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

VILLAIN:
NONE
HENCHMEN:
ASPIS ANALYSES
Additional Rules: Alchemical Laboratory is now open for business!
-

Random Monsters:

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

Monster 2
Spoiler:
Desert Trapper]
Monster B
Traits: Human Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_ Each character may play no more than 1 card on the check to defeat_

Monster 3
Spoiler:
Coffer Corpse
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_ If undefeated, move to a random location_
Random Barriers:

Barrier 1
Spoiler:
Alchemical Gas
Barrier C
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 2
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Barrier 3
Spoiler:
Falling Rubble
Barrier B
Traits: Obstacle Trap Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception Survival 6
If defeated, you may explore again_ 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 10 check to banish this barrier_
Random Weapons:

Weapon 1
Spoiler:
Twin Serpent Quarterstaff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Magic Nethys Elite
To Acquire: Strength Melee Arcane 9
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_ Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location_

Weapon 2
Spoiler:
Scimitar
Weapon B
Traits: Sword Melee Slashing Finesse Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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_

Weapon 3
Spoiler:
Scorpion Whip
Weapon 1
Traits: Whip Melee Piercing Poison Finesse Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may add or subtract 3 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_
Random Spells:

Spell 1
Spoiler:
Fireblade
Spell B
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Spell 2
Spoiler:
Acid Splash
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_

Spell 3
Spoiler:
Find Traps
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Random Armors:

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

Armor 2
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Armor 3
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Random Items:

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

Item 2
Spoiler:
Osirion History Guide
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location_

Item 3
Spoiler:
Alchemist's Kit
Item B
Traits: Tool Alchemical
To Acquire: Intelligence Craft 6
Display this card_ While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead_ While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait_ Then you may shuffle any number of cards that have the Alchemical trait into your deck_
Random Allies:

Ally 1
Spoiler:
Hyaenodon
Ally B
Traits: Trigger Animal Elite
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_

Ally 2
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

Ally 3
Spoiler:
Camel
Ally C
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter_ At the end of your turn, discard this card to move_ Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_
Random Blessings:

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

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_

Blessing 3
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Turn: 23, Lini/Bigguyinblack, turn number 3 in game Game#25: [ACG] [CaG] [PluTo] Adventure 3-1: Serpents in the Deep by Yewstance, run by Yewstance

Top of Blessing Discard Pile:

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

Blessings Remaining: 7

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 4
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 7
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Smoking Den
Closed
At This Location: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Oasis
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Caravanserai
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Valeros/AbrahamZ, None

Earthworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Damiel/khazkhaz, Darago/AAUGHWHY, Grazzle/GMAndrew, Lini/Bigguyinblack, None

Alchemical Laboratory Card 1:
Aspis Analysis
Henchman 1
Type: Barrier
Traits:
Cache
To Defeat:
Intelligence~Knowledge~Wisdom~Perception 5
If defeated, you may summon and encounter a spell. Then you may immediately attempt to close the location this henchman came from.

Alchemical Laboratory Card 2:
Cure
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
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_

Alchemical Laboratory Card 3:
Shock Lizard
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_


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

Lini hands Damiel the Potion of Healing she found then continues to explore the building.

Spotting some papers she gains some Aspis Analysis by reading them.

wisdom DC 5 revealing crow: 1d10 + 1 + 1d4 + 1 ⇒ (8) + 1 + (2) + 1 = 12

He had a scroll of Fireblade on him which she pockets for later.
Divine 6 revealing crow: 1d10 + 2 + 1d4 + 1 ⇒ (7) + 2 + (2) + 1 = 12

Discard Frigid Blast, Fireblade, and Crowbar.

She stops and watches her companions loot the place.

Lini wrote:

Hand: Clinging Venom MM, Crow, Blessing of the Spellbound 1, Binder's Tome, Fire Snake,

Displayed:
Deck: 7 Discard: 6 Buried: 1
Notes: Binder's Tome adds 1d4 and Mental to any combat check or charisma non combat check. Use the blessing if you need it.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size 5
Proficient with: None
Powers:
<Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
<Power 2> You may reveal an ally with the animal trait to add 1d4 ([x] +1) ([ ] +2) to your check.
<Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
<Power 4>
<Power 5>


Deck Handler Weapon 2>Item 2>Spell 2

Damiel thanks Lini for the potion!

RotRL Lini wrote:

Lini hands Damiel the Potion of Healing she found then continues to explore the building.


I haven't updated the random spells, by the way. Pick Spell 2 if you have to summon another random one for some reason. I'll be refreshing all of the random cards for the next scenario anyway.

=========

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

VILLAIN:
NONE
HENCHMEN:
ASPIS ANALYSES
Additional Rules: Alchemical Laboratory is now open for business!
-

Random Monsters:

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

Monster 2
Spoiler:
Desert Trapper]
Monster B
Traits: Human Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_ Each character may play no more than 1 card on the check to defeat_

Monster 3
Spoiler:
Coffer Corpse
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_ If undefeated, move to a random location_
Random Barriers:

Barrier 1
Spoiler:
Alchemical Gas
Barrier C
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 2
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Barrier 3
Spoiler:
Falling Rubble
Barrier B
Traits: Obstacle Trap Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception Survival 6
If defeated, you may explore again_ 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 10 check to banish this barrier_
Random Weapons:

Weapon 1
Spoiler:
Twin Serpent Quarterstaff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Magic Nethys Elite
To Acquire: Strength Melee Arcane 9
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_ Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location_

Weapon 2
Spoiler:
Scimitar
Weapon B
Traits: Sword Melee Slashing Finesse Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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_

Weapon 3
Spoiler:
Scorpion Whip
Weapon 1
Traits: Whip Melee Piercing Poison Finesse Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may add or subtract 3 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_
Random Spells:

Spell 1
Spoiler:
Fireblade
Spell B
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Spell 2
Spoiler:
Acid Splash
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_

Spell 3
Spoiler:
Find Traps
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Random Armors:

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

Armor 2
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Armor 3
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Random Items:

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

Item 2
Spoiler:
Osirion History Guide
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location_

Item 3
Spoiler:
Alchemist's Kit
Item B
Traits: Tool Alchemical
To Acquire: Intelligence Craft 6
Display this card_ While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead_ While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait_ Then you may shuffle any number of cards that have the Alchemical trait into your deck_
Random Allies:

Ally 1
Spoiler:
Hyaenodon
Ally B
Traits: Trigger Animal Elite
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_

Ally 2
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

Ally 3
Spoiler:
Camel
Ally C
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter_ At the end of your turn, discard this card to move_ Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_
Random Blessings:

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

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_

Blessing 3
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Turn: 24, Grazzle/GMAndrew, turn number 4 in game Game#25: [ACG] [CaG] [PluTo] Adventure 3-1: Serpents in the Deep by Yewstance, run by Yewstance

Top of Blessing Discard Pile:

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

Blessings Remaining: 6

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 3
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 6
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Smoking Den
Closed
At This Location: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Oasis
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Caravanserai
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Earthworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Damiel/khazkhaz, Darago/AAUGHWHY, Grazzle/GMAndrew, Lini/Bigguyinblack, Valeros/AbrahamZ, None

Alchemical Laboratory Card 1:
Cure
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
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_

Alchemical Laboratory Card 2:
Shock Lizard
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_


Oh, Lini defeated the Analysis by 7, which is more than 4, so unfortunately.

All players at the Alchemical Laboratory (which is all players) take 1d4 acid damage. Please roll and post your discards separately, or use Armor as appropriate.


Deck Handler Weapon 2>Item 2>Spell 2

Damiel takes damage.
Acid damage: 1d4 ⇒ 2
Discarding Dagger and Blowgun. And suffers a Curse of Vulnerability.


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

acid dmg: 1d4 ⇒ 2

Discard crowbar and Frigid Blast to acid. Suffer Curse of Vulnerability.


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

Acid dmg: 1d4 ⇒ 2

Discard Spiked Chain +1 and Chain Mail. Suffer Curse of Vulnerability

What does the curse mean?


Good memory, all. During this adventure, you Display the Curse of Vulnerability as a consequence for taking acid damage.
To answer Valeros' question, that means that this card is displayed next to your character (feel free to type it into your "Displayed" section, though there's no need to put it in your DON'T LOOK, because it's not a normal card). It causes you to be unable to use armor for the next case of elemental damage, but it otherwise doesn't do anything.

However, Valeros, you can bury your Chain Mail to reduce any type of damage dealt to you to 0, therefore protecting you from the acid. In the process, you'd also not suffer the Curse, so I recommend just burying your Chain Mail.
(A buried card cannot be healed back during the scenario, but you still recover it after the game as per usual)

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.


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

Ah, ok. I thought the Chain Mail would only protect me against combat damage. Need to read more carefully. Ok, I will bury my Chain Mail to avoid the damage and the curse.


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

Acid Damage: 1d4 ⇒ 3
Discard Force Missile 2, Sling, Magic Wooden Armor and suffer Curse of Vulnerability. Convenient, I was going to get rid of them anyway.


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Acid Damage: 1d4 ⇒ 3
Grazzle buries his Crocodile Skin Armor to prevent all the acid damage he takes.

Grazzle discards the top 5 cards of deck. (Holy Light, Blessing of the Gods 4, Cure 1, Blessing of the Gods 2, Armor of the Sands)

Just gonna decide some heals to avoid arguments:
Darago: Heal 2 random cards from your discard pile
Valeros: Heal 4 random cards from your discard pile
Lini: Heal 2 random cards from your discard pile
Damiel: Heal 2 random cards from your discard pile

He also uses Remove Curse on a fellow ally.
Damiel: Your Curse of Vulnerability is removed.

He explores the location.

It's a Cure. He's again great at these.
Divine: 1d8 + 4 ⇒ (5) + 4 = 9
He acquires it.

He uses it to cure himself.
Cure: 1d4 + 1 ⇒ (4) + 1 = 5 - Everything but Cure 1
Auto Recharge

He ends his turn.

Grazzle wrote:

Hand: Frost Staff, Inflict, Fireblade, Viper Strike, Eloquence, Armor of the Sands,

Displayed:
Deck: 12 Discard: 1 Buried: 2
Notes:
Sideboard cards:


Deck Handler Weapon 2>Item 2>Spell 2

Damiel feels the familiar tickle of healing magic. He silently thanks Grazzle. Shuffling BOTG and Dagger into my deck, and banishing the Curse of Vulnerability.

Damiel wrote:

Hand: Cure 1, Tussah Silk Coat, Noxious Bomb, Potion of Healing,

Displayed:
Deck: 12 Discard: 3 Buried: 1
Notes: I have a Cure if you need healing.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4
Dexterity d12 +1
Disable: Dexterity +1
Constitution d6
Intelligence d10
Craft: Intelligence +3
Wisdom d6
Perception: Wisdom +2
Charisma d4

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armours, Weapons
Powers:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check.


During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: When adding henchmen, also shuffle the henchman Aspis Agent into each location deck.
Cards you encounter that have the Human trait gain the Aspis trait.
When you encounter a card that has the Aspis trait, you may succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check to evade it.
When all locations are closed, summon and build the location Alchemical Laboratory and shuffle the henchmen Aspis Analysis and Aspis Agent into it.
To win the scenario, close the location Alchemical Laboratory.

VILLAIN:
NONE
HENCHMEN:
ASPIS ANALYSES
Additional Rules: Alchemical Laboratory is now open for business!
-

Random Monsters:

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

Monster 2
Spoiler:
Desert Trapper]
Monster B
Traits: Human Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_ Each character may play no more than 1 card on the check to defeat_

Monster 3
Spoiler:
Coffer Corpse
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_ If undefeated, move to a random location_
Random Barriers:

Barrier 1
Spoiler:
Alchemical Gas
Barrier C
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 2
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Barrier 3
Spoiler:
Falling Rubble
Barrier B
Traits: Obstacle Trap Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception Survival 6
If defeated, you may explore again_ 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 10 check to banish this barrier_
Random Weapons:

Weapon 1
Spoiler:
Twin Serpent Quarterstaff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Magic Nethys Elite
To Acquire: Strength Melee Arcane 9
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_ Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location_

Weapon 2
Spoiler:
Scimitar
Weapon B
Traits: Sword Melee Slashing Finesse Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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_

Weapon 3
Spoiler:
Scorpion Whip
Weapon 1
Traits: Whip Melee Piercing Poison Finesse Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may add or subtract 3 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_
Random Spells:

Spell 1
Spoiler:
Fireblade
Spell B
Traits: Magic Divine Attack Fire Basic
To Acquire: Wisdom Divine 6
For your combat check, discard this card to use your Divine skill + 2d4_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Spell 2
Spoiler:
Acid Splash
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_

Spell 3
Spoiler:
Find Traps
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Random Armors:

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

Armor 2
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Armor 3
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Random Items:

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

Item 2
Spoiler:
Osirion History Guide
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location_

Item 3
Spoiler:
Alchemist's Kit
Item B
Traits: Tool Alchemical
To Acquire: Intelligence Craft 6
Display this card_ While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead_ While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait_ Then you may shuffle any number of cards that have the Alchemical trait into your deck_
Random Allies:

Ally 1
Spoiler:
Hyaenodon
Ally B
Traits: Trigger Animal Elite
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_

Ally 2
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

Ally 3
Spoiler:
Camel
Ally C
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter_ At the end of your turn, discard this card to move_ Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_
Random Blessings:

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

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_

Blessing 3
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Turn: 25, Darago/AAUGHWHY, turn number 5 in game Game#25: [ACG] [CaG] [PluTo] Adventure 3-1: Serpents in the Deep by Yewstance, run by Yewstance

Top of Blessing Discard Pile:

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

Blessings Remaining: 5

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 2
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 5
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Smoking Den
Closed
At This Location: 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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Warehouse
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Oasis
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Caravanserai
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Dilapidated Plaza
Closed
At This Location: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Earthworks
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Damiel/khazkhaz, Darago/AAUGHWHY, Grazzle/GMAndrew, Lini/Bigguyinblack, Valeros/AbrahamZ, None

Alchemical Laboratory Card 1:
Shock Lizard
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_


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

Feeling rejuvinated, Darago notices a tiny alcove that the rest of the team seems to have missed and goes to investigate. Inside he finds a Shock Lizard has built a comfortable den.

WIS 4: 1d4 ⇒ 4

It's his old friend, Sharon the Shock Lizard! Accompanied by Sharon, Darago takes one last sweep of the room, just to make sure they didn't miss anything. I feel pretty good, so I'll just use my Blessing of Pharasma. That way if I fail we can still pump up Damiel's Craft check.

INT to close 6: 2d10 + 1 ⇒ (3, 1) + 1 = 5 I am filled with regret.

Darago is pretty sure that they got everything, but only about 93% sure. He waits for a second opinion before leaving. Plus, he figures this'll give him more time to catch up with Sharon the Shock Lizard.

End Turn

Darago wrote:

Hand: Shock Lizard (Acquired), Lightning Touch 1, Magic Wooden Armor, Cure (Acquired), Crowbar, Helpful Haversack (Acquired),

Displayed: Curse of Vulnerability,
Deck: 9 Discard: 3 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[X] When you defeat a monster that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

Valeros stares at the intricate lab equipment with a baffled expression. I wonder what would happen if I press this button...

Int 6: 1d6 ⇒ 1

Valeros is pretty sure that such brainy stuff should be left to his smart friends, but he can't resist pressing another button.

Using Dilapidated Plaza power to bury Pahmet Clansman and reroll

Int 6: 1d6 ⇒ 2

Valeros sighs and gets out his whetstone to work on sharpening his blades. If only there was some monster I could slay!

Discarding both remaining cards in hopes of drawing some Blessings for my friends

... Nope...

Valeros wrote:

Hand: Night Watch, Crocodile Skin Armor 2, Greatsword, Quartermaster,

Displayed:
Deck: 8 Discard: 5 Buried: 3
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon or Ally
Hand Size 4 [ ]5
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Reveal an ally from your hand to add 1d6 ([ ]+1) ([ ]+2) to a combat check by another character at your location.
When you would discard a weapon for its power, you may recharge it ([ ] or shuffle it into your deck) instead.


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

Damiel go ahead and use Lini's Blessing of the Spellbound to add another die to the craft check.


Deck Handler Weapon 2>Item 2>Spell 2

It is Damiel's turn to work the Laboratory. I'm an alchemist, damn it. I got this, I got this, Damiel mutters to himself, praying for a Blessing of the Gods.
Craft 6: 1d10 + 3 + 1d10 ⇒ (8) + 3 + (10) = 21
It's an astounding success! The Laboratory gives its approval by filling the room with acrid fumes. Damiel breathes in the fumes deep, filling himself with the all too familiar workings of chemistry. After all the alchemical work is done, he closes the Laboratory and struts out of its halls.


COMPLETED SCENARIO 3-2A: THIS ONE TIME AT ASPIS CAMP

Victory! Congratulations all!

REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 spell in her deck with the spell Remove Curse. At the end of each scenario, return the spell to the game box.
Each character draws an item from the game box.
Adventure Card Guild characters may choose a bonus deck upgrade.

Random Items have already been drawn and added to the "Acquired Cards" list.

Remove Curse:
Regarding 'Loot':
Remove Curse is the party's first "Loot" card. I'll create a spreadsheet and link it in the headers to track these; there'll be a lot more of them in the future. If you trade a spell for Remove Curse for a scenario and Remove Curse ends up banished, the original spell is considered to be banished too.

For this Adventure, I will treat Traders as acting before Loot is swapped in, so technically you could use Sunburst Market to trade a weapon for a spell, then trade the spell for Remove Curse.

TIER REWARDS

  • By completing their second scenario of a Tier; Damiel and Valeros gain a Power Feat.

DEVELOPMENT:
There have been some close calls, but your reconnaissance has been productive so far. You have a map of the dig site, and you’ve learned that the Aspis are employing modified mining constructs to assist with heavy labor underwater. The damage they might cause in the process of excavating treasures could be irreparable.

As you are getting ready to leave Merai’s thankfully vacant tent, a Taldan woman in a foppish hat suddenly appears, grabbing one of the water breathing potions Merai was brewing. You and the new intruder stop and stare at each other, each realizing you can’t make a commotion or you’ll both be caught. She turns and runs, and you grab potions of your own and pursue.

Personalised Development:
Despite extensive collateral damage to the campsite, the Aspis Agents were never able to determine the cause of such mayhem. With the help of Lini's animal friends, Darago, Damiel and Grazzle's scrying magics and Valeros' raw charm, however, a great degree of productive reconnaissance has been made. You have a map of the dig site, and you’ve learned that the Aspis are employing modified mining constructs to assist with heavy labor underwater. The damage they might cause in the process of excavating treasures could be irreparable, but you didn't expect much more, given the Aspis' reputation among the Society.

As the party heals their wounds with Grazzle's aid, and get ready to leave Merai’s thankfully vacant tent, a Taldan woman in a foppish hat suddenly appears, grabbing one of the water breathing potions Merai was brewing. You and the new intruder stop and stare at each other, each realizing you can’t make a commotion or you’ll both be caught. She turns and runs, the group makes to pursue, with Lini, Valeros and Darago stopping to grab potions of their own; Damiel and Grazzle taking no such measure. Damiel's own brews will serve him better than some half-talented hack, and Grazzle can hold his breath for as long as he needs.

ACQUIRED CARDS
Shock Lizard (Ally C)
Porcupine (Ally B)
Ubashki (Ally B)
Sebti the Crocodile (Ally 1)
Crocodile Skin Armor (Armor C)
Crocodile Skin Armor (Armor B)
Blessing of Abadar (Blessing C)
Blessing of Pharasma (Blessing C)
Magnifying Glass (Item C)
Djinn Favor Amulet (Item 1)
Frost Staff (Item B)
Potion of Healing (Item B)
Acid Flask (Item B)
Noxious Bomb (Item B)
Compass (Item B)
Acid Flask (Item B)
Anubis Staff (Item 1)
Osirion History Guide (Item B)
Potion of Healing (Item B)
Helpful Haversack (Item 1)
Flame Staff (Item C)
Bladeguard (Item B)
Locate Object (Spell 1)
Fireblade (Spell B)
Cure (Spell C)
Cure (Spell C)
Cure (Spell B)
Fireblade (Spell B)
Acid Jet (Spell B)
Clinging Venom (Spell B)

As per usual, please discuss, roll and otherwise choose your preferred Card Upgrades and - in the case of Damiel and Valeros - their Power Feats in the Discussion Thread.
I will post the locations and story of the next scenario shortly, so that you can also consider your Trader and Loot options. Only 1 player may take a given Loot card at a time, so consider which of you - if any - want the Remove Curse spell.


Deck Handler Weapon 2>Item 2>Spell 2

I prefer an Item 1, but I'm good with a B either way. As for my other upgrade, I'll wait for the next scenario before deciding. For my power feat I'm taking the one that lets meadd to my Strenght, Dexterity or Constituion non-combat check.


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

Card upgrades will be spell and ally. Lini has no use for item 1 and is sitting out the spell this time so I'll roll for the ally and if I lose I'll pick spell B to add the Fire Sneeze I picked up today to my deck.

Ally 1 roll: 1d1000 ⇒ 415


Power feats have been picked.
Card Upgrades aren't finalized yet (waiting on Grazzle's input), and the discussions in different threads makes it a bit difficult to track. From what I've read, it's looking like the following.

  • Lini - ? (Interested in Ally 1 and some Spell)
  • Damiel - ITEM 1 + (Interested in Spell 1 and Item B)
  • Valeros - ITEM 1 + ?
  • Darago - ITEM 1 + SPELL B
  • Grazzle - ?

The single Ally 1 and single Spell 1 are still being decided on. I will upload the locations and rules for the next scenario, so that players can have a think about their Trader and Loot (Remove Curse) choices.


3-1C: UP FOR A SWIM?
As you chase the Taldan infiltrator in the foppish hat, it quickly becomes clear why she stole one of Merai’s water breathing potions: she’s headed for the dig site! That knowledge is a poor consolation for the fact that the Taldan managed to significantly outpace you, likely by using a spell to increase her speed.

As you swim into the shallows, you see in the distance the beginnings of the Aspis dig site and the ruins of Shotep-Kara. You begin to imagine what this place must have looked like at the height of Tumen, during the time of the Four Pharaohs of Ascension. The crumbling, waterlogged monuments, temples, and docks suggest a time when this place was a commercial and military powerhouse, the gateway to the wonders of Ancient Osirion.

However, you don’t have long to ponder before you hear a strange crashing sound. You look behind you to see a floating, horned beast head followed by the Aspis’s contingent of mining constructs! You take a moment to ponder the strange sight before you remember that the creature is a doru, the least of the divs. Divs arise from corrupted genies exiled to the depths of Abaddon, and their ancient hatred of mortalkind leads them to despoil all that which mortals create. But doru in particular are obsessive gatherers of secrets and able to become invisible whenever it suits them; it would have been a simple matter for the creature to learn the constructs’ secret commands. But that still doesn’t completely explain its actions. You don’t have more time to consider the implications—now is the time to fight!

DURING THIS SCENARIO
If your combat check has the Bludgeoning, Fire, or Slashing trait, subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.

VILLAIN: IMANISH

HENCHMEN: ACID POOL
MINING CONSTRUCTS


During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: If your combat check has the Bludgeoning, Fire, or Slashing trait, subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.

VILLAIN:
IMANISH
HENCHMEN:
ACID POOL
MINING CONSTRUCTS

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: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Planning on starting at Hot Springs.

Will trade out his Quarterstaff for Remove Curse with the Sunburst Market.


Clarified Scenario Details.

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

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: If your combat check has the Bludgeoning, Fire, or Slashing trait, subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.

VILLAIN:
IMANISH
HENCHMEN:
ACID POOL
MINING CONSTRUCTS

Acid Pool:

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

Henchman B
Type: Monster
Traits: Construct
To Defeat: Combat 10
The Mining Construct is immune to the Mental and Poison traits_ If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_
Imanish:

Villain 1
Type: Monster
Traits: Outsider
To Defeat: Combat 9
Imanish is immune to the Fire and Poison traits_ Subtract 1 from each die rolled if your check has the Acid or Electricity trait_ Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the Henchman Blightwing_
Blightwing:

Henchman 1
Type: Monster
Traits: Outsider Curse Poison Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, suffer the scourge Curse of Vulnerability_ If defeated, you may immediately attempt to close the location this henchman came from_

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: 0 Bl: 1 ?: 0

Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 0

Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 0

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 0

Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0

Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 0


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

I seriously misunderstood what was going on. No card feats yet, just 2 card upgrades. Everyone's revised want list seems to have left off the Ally so I will upgrade Vulture with Wolverine (Ally 1) and my Blessing of the Gods with a Blessing of Pharasma (Blessing B). Lini will trade her Amulet of Mighty Fists for a Crowbar at the market. And will start at the Stonework Passages.


Deck Handler Weapon 2>Item 2>Spell 2

Damiel replaces both of the Alchemist's Fire with an Embalming Fluid and a Potion of Healing. He also replaces a Dart with an Acid Flask from the Market

Damiel will start at Hot Springs.

Damiel wrote:

Hand: Blessing of the Elements 1, Tussah Silk Coat, Cure 1, Dagger, Blowgun,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: I have a cure in hand. And a BOTG
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4
Dexterity d12 +1
Disable: Dexterity +1
Constitution d6
Intelligence d10
Craft: Intelligence +3
Wisdom d6
Perception: Wisdom +2
Charisma d4

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armours, Weapons
Powers:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check or your Strength, Dexterity, or Constitution non-combat check.


Don't forget your Sunburst Market trades, or any other Trader visits!


Deck Handler Weapon 2>Item 2>Spell 2
BR Yewstance wrote:
Don't forget your Sunburst Market trades, or any other Trader visits!

Yup! I almost forgot. I went back and edited my post after checking out the wares.


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

Final Card Upgrades:

Item 1: Sapphire of Intelligence replaces Bracers of Protection

Spell B: Acid Arrow replaces 1 Lightning Touch

Sunburst Market: Trade Rapier for Blessing of the Elements

Darago can start out at the Quarry

Darago wrote:

Hand: Blast Stone, Acid Arrow, Fox, Blessing of Pharasma, Sapphire of Intelligence, Force Missile 1,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 6
Proficient with: None
Powers:
When you aquire a card that has the magic trait during your exploration, you may immediately explore again.
Add 1d4 ([ ] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
[X] When you defeat a monster that has the Undead trait and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 to your check.


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

Hand: Crowar Market, Wolverine, Pyrotechnic Blast, Blessing of the Spellbound 1, Binder's Tome,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Curse of Vulnerability, Binder's Tome adds 1d4 and Mental to any combat check or charisma non combat check. Use the blessing if you need it.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Ally
Hand Size 5
Proficient with: None
Powers:
<Power 1> When you play an ally with the animal trait, you may recharge it instead of discarding it.
<Power 2> You may reveal an ally with the animal trait to add 1d4 ([x] +1) ([ ] +2) to your check.
<Power 3> You may discard a card to roll 1d10 instead of your Strength or Dexterity die for any check.
<Power 4>
<Power 5>


Darago has not yet chosen a starting location, so he's been left at the Golden Lake until he makes a post.

Players may choose to wait for people to finish drawing their starting hands, or they may take their turns as they choose. Damiel begins.

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

During This Adventure: The scourge die is 1d4+1.
When you are dealt Acid damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Vulnerability.

During This Scenario: If your combat check has the Bludgeoning, Fire, or Slashing trait, subtract 1 from each die you roll.
If you move in a step other than your move step, recharge a card.

VILLAIN:
IMANISH
HENCHMEN:
ACID POOL
MINING CONSTRUCTS
Additional Rules:

Random Monsters:

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

Monster 2
Spoiler:
Desert Trapper]
Monster B
Traits: Human Veteran
To Defeat: Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number_ Each character may play no more than 1 card on the check to defeat_

Monster 3
Spoiler:
Coffer Corpse
Monster 1
Traits: Undead
To Defeat: Combat 8 THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_ If undefeated, move to a random location_
Random Barriers:

Barrier 1
Spoiler:
Alchemical Gas
Barrier C
Traits: Obstacle Acid Elite
To Defeat: Intelligence Disable Craft 7
If undefeated, display this barrier next to the location deck_ If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Barrier 2
Spoiler:
The Evil Eye
Barrier C
Traits: Trigger Curse Arcane Veteran
To Defeat: Stealth Knowledge Arcane Divine Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_ When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Barrier 3
Spoiler:
Falling Rubble
Barrier B
Traits: Obstacle Trap Bludgeoning Basic
To Defeat: Dexterity Acrobatics Perception Survival 6
If defeated, you may explore again_ 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 10 check to banish this barrier_
Random Weapons:

Weapon 1
Spoiler:
Twin Serpent Quarterstaff
Weapon C
Traits: Staff Melee Bludgeoning 2-Handed Magic Nethys Elite
To Acquire: Strength Melee Arcane 9
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_ Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location_

Weapon 2
Spoiler:
Scimitar
Weapon B
Traits: Sword Melee Slashing Finesse Elite
To Acquire: Strength Melee 7
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; 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_

Weapon 3
Spoiler:
Scorpion Whip
Weapon 1
Traits: Whip Melee Piercing Poison Finesse Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may add or subtract 3 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_
Random Spells:

Spell 1
Spoiler:
Elemental Treaty
Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Spell 2
Spoiler:
Acid Splash
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_

Spell 3
Spoiler:
Find Traps
Spell B
Traits: Magic Divine
To Acquire: Wisdom Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_ After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_
Random Armors:

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

Armor 2
Spoiler:
Crocodile Skin Armor
Armor C
Traits: Light Armor Basic
To Acquire: Constitution Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_ Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Armor 3
Spoiler:
Armor of the Sands
Armor B
Traits: Clothing Magic Arcane Divine Elite
To Acquire: Constitution Fortitude 6 OR Arcane Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_ Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_
Random Items:

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

Item 2
Spoiler:
Osirion History Guide
Item B
Traits: Book Basic
To Acquire: Intelligence Wisdom Knowledge 3
Recharge this card to add 1 die to a non-combat Wisdom, Knowledge or Survival check by a character at your location_

Item 3
Spoiler:
Alchemist's Kit
Item B
Traits: Tool Alchemical
To Acquire: Intelligence Craft 6
Display this card_ While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead_ While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait_ Then you may shuffle any number of cards that have the Alchemical trait into your deck_
Random Allies:

Ally 1
Spoiler:
Hyaenodon
Ally B
Traits: Trigger Animal Elite
To Acquire: Wisdom Survival 7
When you examine this card, you may reveal an ally that has the Animal trait to acquire this card_ When you defeat a monster, you may reveal this card to recharge a random card from your discard pile_ Discard this card to examine your location_ Then you may explore your location_

Ally 2
Spoiler:
Osirion Ancestor
Ally B
Traits: Undead Ghost Incorporeal
To Acquire: Divine Charisma Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

Ally 3
Spoiler:
Camel
Ally C
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter_ At the end of your turn, discard this card to move_ Discard this card to explore your location_ During this exploration, add 1d6 to your Survival checks_
Random Blessings:

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

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B
Traits: Basic
To Acquire: Strength Dexterity Constitution Intelligence Wisdom Charisma 6
Discard this card to add 1 die to any check_ Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_ Discard this card to explore your location_

Blessing 3
Spoiler:
Blessing of Thoth
Blessing 1
Traits: Divine Thoth Cold
To Acquire: Divine 6 OR Wisdom Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_ Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_ Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_ After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Turn: 1, Damiel/khazkhaz, turn number 2 in game Game#25: [ACG] [CaG] [PluTo] Adventure 3-1: Serpents in the Deep by Yewstance, run by Yewstance

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 2
Blessing of Bastet
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 3
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 7
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 8
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 10
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 11
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 15
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 16
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 17
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 18
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 19
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 20
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 21
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 22
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 23
Blessing of the Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 24
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 25
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 26
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 27
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 28
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 29
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_

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: 0 Bl: 1 ?: 1
Located/Displayed Here: Darago/AAUGHWHY, None

Golden Lake Card 1:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Golden Lake Card 2:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

Golden Lake Card 3:
Mining Construct
Henchman C
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Golden Lake Card 4:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11
If defeated, add 1 random armor from the box to your hand_
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier_

Golden Lake Card 5:
Lightning Storm
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

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

Golden Lake Card 7:
Find Traps
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Golden Lake Card 8:
Ghoul
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Golden Lake Card 9:
Holy Light
Spell B
Traits:
Magic
Divine
Attack
Elite To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_
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_

Golden Lake Card 10:
Filter Hood
Armor B
Traits:
Accessory
Light Armor
Elite To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_

Precious Mine
At This Location: The difficulty to defeat banes that have Construct trait is increased by 1d6.
When Closing: Succeed at a Strength or Melee check of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw an item from the box.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Valeros/AbrahamZ, None

Precious Mine Card 1:
Compass
Item B
Traits:
Object
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to move, then you may examine the top card of your location_ You may not use this power during an encounter_
Discard this card to explore your location_

Precious Mine Card 2:
Burning Tar
Barrier B
Traits:
Obstacle
Fire
Basic
To Defeat:
Dexterity
Acrobatics
Perception
Craft 6
If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

Precious Mine Card 3:
Explorer's Staff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Precious Mine Card 4:
Shock Toad
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait_
Before you act, the Shocker Toad deals 1 Electricity damage to each character at your location_

Precious Mine Card 5:
Staff of Minor Healing
Item 1
Traits:
Staff
Magic
Divine
Healing To Acquire:
Wisdom
Divine 7
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile_

Precious Mine Card 6:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Bonecrusher
Basic
To Defeat:
Combat 9
THEN Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_

Precious Mine Card 7:
Antitoxin
Item B
Traits:
Liquid
Poison
Alchemical
Basic To Acquire:
Intelligence
Knowledge
Craft 5
Banish this card to reduce Poison damage dealt to a character at your location to 0_
Banish this card to add 1d8 to a check by a character at your location against a card that has the Poison trait_

Precious Mine Card 8:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_

Precious Mine Card 9:
Unshakable Chill
Spell C
Traits:
Magic
Arcane
Divine
Attack
Cold
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6; if the check is against a monster, ignore any power on that monster that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Precious Mine Card 10:
Imanish
Villain 1
Type: Monster
Traits:
Outsider
To Defeat:
Combat 9
Imanish is immune to the Fire and Poison traits_ Subtract 1 from each die rolled if your check has the Acid or Electricity trait_
Before you act, succeed at a Wisdom or Perception 8 check or summon and encounter the Henchman Blightwing_

Quarry
At This Location: Add 3 to your checks that have the Bludgeoning trait.
When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, discard a weapon.
M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Quarry Card 1:
Shock Lizard
Ally C
Traits:
Animal
Electricity
Basic To Acquire:
Wisdom
Survival 4
Recharge this card to add 1d4 and the Electricity trait to your combat check_
Discard this card to explore your location_ You may add the Electricity trait to combat checks during this exploration_

Quarry Card 2:
Torch
Weapon C
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_

Quarry Card 3:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

Quarry Card 4:
Shield Cloak
Armor 1
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Intelligence
Knowledge 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce all damage dealt to you by 3_ If proficient with light armors, you may also play another armor on this check_

Quarry Card 5:
Caravan Raider
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Caravan Raider deals no damage; instead, banish a boon_

Quarry Card 6:
Magnifying Glass
Item B
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4
Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon_
Recharge this card to examine the top card of your deck; then, you may shuffle your deck_

Quarry Card 7:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Quarry Card 8:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Quarry Card 9:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

Quarry Card 10:
Galvanic Chakram +1
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6_
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check_
Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: Damiel/khazkhaz, Grazzle/GMAndrew, None

Hot Springs Card 1:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
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_

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

Hot Springs Card 3:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Hot Springs Card 4:
Mahga Threefingers
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_

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

Hot Springs Card 6:
Tomb Raider
Ally B
Traits:
Human
Rogue
Basic To Acquire:
Charisma
Diplomacy
Acrobatics 4
Recharge this card to add 1d8 to your Dexterity non-combat check_
Discard this card to explore your location_

Hot Springs Card 7:
Burglar's Buckler
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

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

Hot Springs Card 9:
Vented Plate Mail
Armor C
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 3_ If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check_
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_

Hot Springs Card 10:
Flame Staff
Item C
Traits:
Staff
Attack
Fire
Magic
Basic To Acquire:
Arcane
Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell_

Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Peasant Tombs Card 1:
Corrosive Dagger +1
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 7
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 and the Acid trait_
When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

Peasant Tombs Card 2:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_

Peasant Tombs Card 3:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_

Peasant Tombs Card 4:
Collapsing Scaffolding
Barrier C
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

Peasant Tombs Card 5:
Torch
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4
For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
Bury this card to explore your location_

Peasant Tombs Card 6:
Idorii
Ally 1
Traits:
Half-Elf
Fighter To Acquire:
Melee
Charisma
Diplomacy 9
If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage_
Recharge this card to add 1d4 to a combat check at your location_
Discard this card to explore your location_ Add 2d4 to combat checks during this exploration_

Peasant Tombs Card 7:
Mining Construct
Henchman B
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Peasant Tombs Card 8:
Holy Water Grenade
Item B
Traits:
Liquid
Magic
Divine
Basic To Acquire:
Wisdom
Divine 6
Discard this card to evade a bane you encounter that has the Outsider or Undead trait_
Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_

Peasant Tombs Card 9:
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_

Peasant Tombs Card 10:
Fire Hydra
Monster B
Traits:
Aberration
Fire
Basic
To Defeat:
Combat 7
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Lini/Bigguyinblack, None

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

Stonework Passages Card 2:
Crocodile Skin Armor
Armor C
Traits:
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2_
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead_

Stonework Passages Card 3:
Acid Pool
Henchman B
Type: Barrier
Traits:
Obstacle
Acid
Veteran
To Defeat:
Intelligence
Craft
Wisdom
Survival 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result_
If defeated, you may immediately attempt to close the location this henchman came from_

Stonework Passages Card 4:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_

Stonework Passages Card 5:
Plague Zombie
Monster 1
Traits:
Undead
Elite
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits_
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

Stonework Passages Card 6:
Immolate
Spell C
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it_

Stonework Passages Card 7:
Kopis
Weapon B
Traits:
Knife
Ranged
Slashing
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Stonework Passages Card 8:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

Stonework Passages Card 9:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

Stonework Passages Card 10:
Yellow Jelly
Monster C
Traits:
Ooze
Acid
Basic
To Defeat:
Combat 8
The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits_
If your check to defeat has the Acid or Cold trait, add 3_
After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage_

Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Ruined Temple Card 1:
Viper Strike
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_

Ruined Temple Card 2:
Acid Jet
Spell B
Traits:
Magic
Arcane
Divine
Attack
Acid
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
For your combat check, discard this card to use your Arcane or Divine skill + 1d6_ Add an additional 1d6 if the monster has the Construct or Ooze trait_
After playing this card, if you do not have the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

Ruined Temple Card 3:
Shock Toad
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait_
Before you act, the Shocker Toad deals 1 Electricity damage to each character at your location_

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

Ruined Temple Card 5:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Ruined Temple Card 6:
Potion of Energy Resistance
Item B
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location_ Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4_

Ruined Temple Card 7:
Bone Lamellar
Armor 1
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 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 to 0_ You may succeed at a Craft 9 check to recharge this armor instead_

Ruined Temple Card 8:
Mining Construct
Henchman C
Type: Monster
Traits:
Construct
To Defeat:
Combat 10
The Mining Construct is immune to the Mental and Poison traits_
If defeated, you may immediately attempt to close the location this henchman came from; if you defeated this card by less than 6, you may also draw an item from the box_

Ruined Temple Card 9:
Tarworks Master
Ally B
Traits:
Dwarf To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add a die to your Craft check or check to acquire a boon_ If your check invokes the Fire trait, recharge this card instead of discarding it_
Discard this card to explore your location_

Ruined Temple Card 10:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

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