[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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The Exchange

Deck Handler

Start of Turn: Hourglass flips into a SANDSTORM!

Skizza Location: 1d9 ⇒ 4 Golden Lake is empty.
Estra Location: 1d9 ⇒ 3 Tooth and Hookah Card 1: Chakram of Ruin: Location is shuffled.
Lini Location: 1d9 ⇒ 3 Tooth and Hookah Card 1: 1d9 ⇒ 8 Ulunat: No Shuffle.
Darago Location: 1d9 ⇒ 7 Canny Jackal is empty.
Qualzar Location: 1d9 ⇒ 6 Festering Ulunat Card 1: Guardian Thunderbirds: No Shuffle.

Reveal Tetisurah and Shuffle Enervating Pistol into deck to reset hand. Randomly Recharge Tetisurah to Curse of Poisoning.

"

Skizza wrote:

Hand: Blessing of Alkenstar C, Blessing of Old Deadeye, Blasting Pistol +2, Lucky Rifle +2, Rhino Hide Armor, Blessing of Tsukiyo,

Displayed: Curse of Poison, Dragonbreath Shot, Shock Bullets,
Deck: 7 Discard: 2 Buried: 7
Hero Points: 6
NOTES:
Available Support: Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
Enervating Pistol +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Blessing of Old Deadeye: Recharge this card to add 1 die to any Ranged check or On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Deadeye Pistol +1, Blessing of Alkenstar B, Blessing of Alkenstar, Swiftshooter, Cannon Master, Enervating Pistol +3
Recharged: Tetisurah,
Discard Pile: Scarab Buckler, Potion of Healing,
Buried Pile: Flaming Musket +2, Returning Throwing Axe +1, Weaponrack Backpack, Hatchet Bird, Adamantine Bullets, Beneficial Bandolier, Blessing of Milani,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: +2
Ranged: +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

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

"

Hour of Elements.
Move to and Explore Smoking Den Card 1: Kalnaka.
Reveal Blasting Pistol +2. Discard Dragonbreath Shot
Combat 22: 1d10 + 4 + 2 + 1d6 + 2 + 1d8 + 2d6 ⇒ (4) + 4 + 2 + (2) + 2 + (4) + (5, 4) = 27 Defeated.
Reload: 1d12 ⇒ 7

Recharge Blessing of Tsukiyo to Explore Card 2: Shocking Chest.
Discard Recharge Blessing of Alkenstar.
Disable 12: 1d10 + 4 + 2 + 1d10 ⇒ (3) + 4 + 2 + (6) = 15 Defeated by less than 17.
Damage: 1d4 ⇒ 2 Reveal Rhino Hide Armor to reduce damage by 3.
Draw Random Weapon 1: Flaming Ranseur +3, Random Spell 1: Lightning Bolt, Random Item 1: Ghost Battling Ring.

End Turn.
Scenario: Examine Top: 1d4 + 1 ⇒ (4) + 1 = 5 cards of Location #: 1d5 ⇒ 1: Smoking Den. Card 1: Toxic Geyser & Card 2: Minnothet. Discard Blessing of Alkenstar from top of deck to put it on top of a location.
Discard Flaming Ranseur +3, Ghost Battling Ring, and Lightning Bolt. Reset Hand. Lucky Rifle +2 recharged due to Curse of Poisoning.

"

Skizza wrote:

Hand: Blessing of Old Deadeye, Blessing of Alkenstar B, Blasting Pistol +2, Swiftshooter, Rhino Hide Armor, Cannon Master,

Displayed: Curse of Poison, Shock Bullets,
Deck: 6 Discard: 6 Buried: 7
Hero Points: 6
NOTES:
Available Support: Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
Enervating Pistol +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Blessing of Old Deadeye: Recharge this card to add 1 die to any Ranged check or On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Deadeye Pistol +1, Enervating Pistol +3
Recharged: Tetisurah, Blessing of Alkenstar C, Blessing of Tsukiyo, Lucky Rifle +2,
Discard Pile: Scarab Buckler, Potion of Healing, Ghost Battling Ring, Lightning Bolt, Flaming Ranseur +3, Blessing of Alkenstar,
Buried Pile: Flaming Musket +2, Returning Throwing Axe +1, Weaponrack Backpack, Hatchet Bird, Adamantine Bullets, Beneficial Bandolier, Blessing of Milani,

Skills and Powers:
SKILLS
Strength d4 ☐ +1
Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: +2
Ranged: +2
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Craft: +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d6 ☐ +1 ☐ +2

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

"

Smoking Den Card 1 & 2 cleared. Card 4 (Minnothet was placed on top of a location of our choice.
Tooth and Hookah shuffled. Top card is Ulunat.
Sandstorm moves us around.


I'll get my turn in when I get a chance, but first; an update.

Minnothet was placed back on top of the Smoking Den, as Estra plans to close that location on her turn.

An excellent turn! We're getting closer and closer to winning, and that Sandstorm even gave Estra a chance to set up some supporting magic!

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

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

  • The Adventure Deck number is 7.
  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourges Curse of Blindness and Curse of the Ravenous.

    During This Scenario: =
    • When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each.
    • When building the blessings deck, use only 15 blessings.

    • When you first encounter Ulunat, summon and build the location Festering Ulunat.

    • When you would discard a card from the blessings deck, you may instead bury 2 cards from your hand, deck, and/or discard pile.
    • If an ally would be banished from your location deck, you may discard the top card of your deck to instead put the ally on top of a location deck.
    For your Diplomacy check to acquire an ally, you may instead use your Acrobatics or Fortitude skill.
    When you acquire an ally, you may display it next to the scenario. (8 displayed allies are required to close Festering Ulunat, permanently defeat Ulunat, and win the scenario.) (8 have been displayed.)

    • At the end of your turn, if you did not encounter Ulunat this turn, examine the top 1d4+1 cards of a random open location deck; after you examine a boon, banish it.

    Additional Rules: THREAT LIST:

  • Villain: Ulunat
  • Henchmen: Aghash

    DISPLAYED ALLIES: 8/8

    Scenario Level (#): 7

    Turn: 21, Skizza/agent_eclipse

    Random Cards:

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

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

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

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

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

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

    Spoiler:
    Tar Tomb
    MM
    Barrier 5
    Traits:
    Obstacle
    Magic
    Acid
    Fire
    To Defeat:
    Strength
    Dexterity 14
    OR Intelligence
    Disable 13
    If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

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

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

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

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

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

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

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

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

    Spells
    Spoiler:
    Deathgrip
    MM
    Spell 2
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead
    To Acquire:
    Intelligene
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Spoiler:
    Stone Skin
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
    At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

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

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

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

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

    Spoiler:
    Advocate's Armor
    MM
    Armor 3
    Traits:
    Light Armor
    Magic
    To Acquire:
    Constitution
    Fortitude
    Charisma
    Diplomacy 9
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

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

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

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

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

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

    Spoiler:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

    Spoiler:
    Mummified Cat
    MM
    Item 1
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Wisdom
    Divine
    Survival 6
    Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.

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

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

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

    Spoiler:
    Tarworks Master
    MM
    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.

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 3

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Estra/Yewstance:
    Spoiler:
    Hourglass Card 1 Estra/Yewstance
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 2 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 2 Lini/Bigguyinblack
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 3 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 3 Darago/AAUGHWHY
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Location #1: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Skizza/agent_eclipse,

    Smoking Den Card 1 (Minnothet):
    Minnothet
    MM
    Ally 2
    Traits:
    Human
    Shopkeeper
    Aspis
    To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
    Smoking Den Card 2 (Toxic Geyser):
    Toxic Geyser
    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    Location #3: Tooth and Hookah
    At This Location: If you fail to acquire an ally, shuffle that card back into this location.
    When Closing: Summon and acquire a random ally from the box.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Estra/Yewstance, Lini/Bigguyinblack, Create Mindscape displayed, (Void Glyph, Ulunat (Villain), Charkram of Ruin)
    Tooth and Hookah Card 1 (Ulunat):
    Ulunat
    None
    Villain B
    Type: Monster
    Traits:
    Vermin
    To Defeat:
    Combat 40
    OR Constitution
    Fortitude
    Wisdom 20
    THEN Combat 50

    Ulunat is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
    While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
    If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
    If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

    Tooth and Hookah Card 2:
    Aghash
    MM
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tooth and Hookah Card 3:
    Safety Bubble
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 11
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Tooth and Hookah Card 4:
    Burglar's Buckler
    MM
    Armor 1
    Traits:
    Shield
    To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
    Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
    Tooth and Hookah Card 5:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.
    Tooth and Hookah Card 6:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
    Tooth and Hookah Card 7:
    Nefti the Bard
    MM
    Ally B
    Traits:
    Human
    Bard
    Aspis
    To Acquire:
    Charisma
    Diplomacy 8
    If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
    During a character at your location's explore step, discard this card to allow her to explore her location.
    Tooth and Hookah Card 8:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
    Tooth and Hookah Card 9:
    Enchanter
    MM
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Location #4: Golden Lake
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #5: Vizier's Hill
    At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here:

    Vizier's Hill Card 1 (Ammut):
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.
    Vizier's Hill Card 2:
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Vizier's Hill Card 3:
    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Vizier's Hill Card 4:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check at another location.
    Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.
    Vizier's Hill Card 5:
    Aghash
    MM
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Vizier's Hill Card 6:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Location #6: Dye Market
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: (Quicksand Bunyip, Aghash)

    Location #7: Canny Jackal
    At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, summon and encounter an ally.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Darago/AAUGHWHY,

    Conflagration:

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

    Location #8: Surgery
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #9: Festering Ulunat
    At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage.
    When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically.
    When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Qualzar/EmpTyger,

    Festering Ulunat Card 1:
    Ghost Battling Ring
    MM
    Item B
    Traits:
    Accessory
    Magic
    Pharasma
    Veteran
    To Acquire:
    Arcane
    Divine
    Knowledge 8
    Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
    Festering Ulunat Card 2 (Guardian Thunderbirds):
    Guardian Thunderbirds
    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.
    Festering Ulunat Card 3 (Scarab Swarm):
    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.

  • Silver Crusade

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

    Estra starts her turn.
    Estra buries Mumia Smuggler and Blessing of the Elements from her discards to halt the hourglass.

    Estra displays Safety Bubble and Ley Line at the Tooth and Hookah, to better support further combat against Ulunat there.

    Estra moves to the Smoking Den.
    Estra examines the top card of her location with her power.

    Smoking Den Card 1 (Minnothet): Minnothet:

    MM
    Ally 2
    Traits:
    Human
    Shopkeeper
    Aspis
    To Acquire:
    FortitudeCharismaDiplomacy 8
    Recharge this card to recharge a random armor or item from your discard pile.
    Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.
    Estra chooses not to discard or bury a card.
    Estra takes her free exploration to encounter the previously examined card.
    Diplomacy 8: 1d10 + 6 ⇒ (7) + 6 = 13 -> Pass; Estra draws Bound Lantern Archon.
    Acquired.

    Estra sends Bound Lantern Archon to Recovery to examine the top 3 cards of her deck, re-arrange them as follows...
    Channel the Gift
    Restorative Touch
    Psychic Surgery

    Then draws Channel the Gift.

    Estra sends Channel the Gift to Recovery to search and draw Hypercognition from her deck. Deck shuffled.
    Estra displays Hypercognition next to her character card.

    Estra discards Minnothet to explore.

    Smoking Den Card 2 (Toxic Geyser): Toxic Geyser:

    MM
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 5
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.
    Estra reveals Neferekhu to add 2 dice to her noncombat Wisdom check.
    Wisdom 19 (Hypercognition): 4d10 + 4 ⇒ (3, 4, 5, 10) + 4 = 26 -> Pass.
    Neferekhu: Diplomacy 8 (Hypercognition): 2d10 + 6 ⇒ (6, 8) + 6 = 20 -> Pass; Estra draws a card (Blessing of the All-Seeing Eye) for passing a Charisma check.
    Defeated.

    Estra ends her exploration step.
    Closing (Smoking Den): Estra summons and encounters...

    Summon: Tarworks Master:

    MM
    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.
    Diplomacy 10 (Hypercognition): 2d10 + 6 ⇒ (2, 10) + 6 = 18 -> Pass; Estra draws a card (Psychic Rager) for passing a Charisma check.
    Acquired.
    Smoking Den closed!

    I'm certain we can finish off Ulunat on my next turn or thereabouts (see my notes at the end of this post), so Estra will strike off both remaining uses of her Cleanser of Abominations player boon to remove 2 curses from Lini of Lini's choice. If she doesn't want to remove 2, then I'll remove one from Lini and one from Skizza.

    Estra ends her turn.
    Scenario: Estra examines the top 1d4 + 1 ⇒ (3) + 1 = 4 cards of the 1d4 ⇒ 1 Tooth and Hookah...
    Tooth and Hookah Card 1: Ulunat
    Tooth and Hookah Card 2: Aghash (TRIGGER)

    Estra buries Tarworks Master and Minnothet from her hand and discards to prevent the discard from the blessings deck, then a Sandstorm into the blessings deck.
    Resuming examine...

    Tooth and Hookah Card 3: Safety Bubble
    Tooth and Hookah Card 4: Burglar's Buckler

    Safety Bubble and Burglar's Buckler are banished.

    Estra attempts to recover all cards in her Recovery pile, revealing Neferekhu for each.
    Bound Lantern Archon: Divine 10: 3d10 + 6 ⇒ (5, 4, 3) + 6 = 18 -> Bound Lantern Archon recharged.
    Neferekhu: Diplomacy 8: 1d10 + 6 ⇒ (3) + 6 = 9 -> Pass; Estra draws a card (Valet) for passing a Charisma check.
    Channel the Gift: Divine 14: 3d10 + 6 ⇒ (7, 1, 10) + 6 = 24 -> Channel the Gift recharged.
    Neferekhu: Diplomacy 8 (Valet): 1d10 + 6 + 2 ⇒ (7) + 6 + 2 = 15 -> Autopass; Estra draws a card (Freed Soul) for passing a Charisma check.
    Hypercognition: Perception 11: 3d10 + 6 ⇒ (8, 7, 4) + 6 = 25 -> Hypercognition recharged.
    Neferekhu: Diplomacy 8 (Valet): 1d10 + 6 + 2 ⇒ (10) + 6 + 2 = 18 -> Autopass; Estra draws a card (Javelin of Lightning) for passing a Charisma check.

    Estra resets her hand; she's over her hand size, and chooses to discard Valet, Freed Soul and Blessing of the All-Seeing Eye.

    Estra has done all she could muster to move as many people to safety; but there were still so many holed up at the Tooth and Hookah - right in the path of the voracious Ulunat. Estra has finished her warding magics, and has a plan to leverage them against the monstrosity when it returns, trapping him in a net of energy, fire and spirits... though could any magic truly stop a spawn of Rovagug?

    Estra's eyes search the rubble around her in a moment of quiet, as she magically suppresses the strange, noxious acids strewn from Ulunat's vile maw across the urban square. Amidst the dust-storms and the entire districts flattened or chewed up by its incredible maw Estra has no way to know where her friends and allies are; or whether they're even still alive.

    Miraculously, she manages to find Skizza pulling a bedraggled shopkeeper to her feet, and in an unusual burst of energy and emotion the spiritualist runs to hus the taller ratfolk in sudden, deep relief, resting her frail weight on the gunslinger. After a moment, Estra pulls back from him - noting the stink of burnt gunpowder clinging to his fur - to instead rest her weight on Honaire's summoned form. Estra coughs, the smoke and dust filling her lungs as she draws on more of her spirit companion's strength to keep herself upright.

    "Do you know where the others are? I think... if we all prepared here at the Tooth and Hookah, it's possible... maybe we could hurt that thing, badly. But I don't know if we could overcome its regeneration, unless..."

    Estra pauses, looking at the writhing, rampaging monster in the distance, dwarfing the city around it. Was that a trick of the eyes, or were there... holes strewn across its belly? She swore she could see, for a second, buildings briefly lit against the flash of spells amidst its torn-up carapace.

    Bright spells inside the monster itself; could that be Darago or Qualzar's work?

    "

    Estra wrote:

    Hand: Ice Storm, Summon Hellhounds, Phoenix Cloak, Khepresh of Refuge, Stained Glass Elemental, Neferekhu, Psychic Rager,

    Displayed: Create Mindscape, Safety Bubble, Ley Line,
    Deck: 5 Discard: 5 Buried: 9
    Hero Points: 3
    NOTES:
    Available Support: No non-local support to offer.
    Other: I did just realize that Ley Line won't work against Ulunat, though, since you have to 'play' it (because it requires a cost and a choice to activate, unlike Create Mindscape) and you can't play Mental boons against Ulunat, due to his immunity. Oops.

    Despite that, if everyone is in-position by Estra's next turn (and the Festering Ulunat closed), I can fight Ulunat, ideally with help.

    I'd bury Psychic Rager to explore into it and add 2d12 to all of my checks to defeat it. Plus, of course, Festering Ulunat adds another 2d12 to all of my checks, plus I can use Smoking Den to bless all of my checks again.

    With Create Mindscape, Neferekhu, Festering Ulunat, and Psychic Rager, I can roll up to 4d12+3d10+1d4+4 for the Wisdom 20 check {99.999% odds, even before any cards are discarded/buried or Hero Points spent}. Then with Create Mindscape, Festering Ulunat, Psychic Rager, Summon Hellhounds, Ice Storm, Smoking Den, Phoenix Cloak, Stained Glass Elemental and a single blessing I can roll up to 4d12+3d10+3d8+2d6+3d4+13 {99.99% odds, even before Hero Points or further bonuses}.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Restorative Touch, Psychic Surgery
    Recharged: Bound Lantern Archon, Channel the Gift, Hypercognition,
    Discard Pile: Honaire, Valet, Freed Soul, Javelin of Lightning, Blessing of the All-Seeing Eye,
    Buried Pile: Black Kiss, Fate Blade, Flame Staff (Core), Binder's Tome, Blessing of the Lady of Graves, Mumia Smuggler, Blessing of the Elements, Minnothet, Tarworks Master,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +1
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    *Diplomacy: Charisma +3

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

    PLAYER REWARDS:

    Spoiler:

    [X] [X] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
    (You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.)

    [X] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
    [X] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.
    "


    There was a small error in my last update with the Festering Ulunat, but it's been resolved.

    Lini's up, remember whether or not to halt the hourglass as usual. Note that Estra is confident she can fight Ulunat on the next turn; we just need the Festering Ulunat closed and everywhere else closed or guarded before then. The hard part is the Conflagration - I don't think it's a legal play for Darago to use Disintegrate (because he's not encountering Conflagration, just making a check against it), so we may need to let some more Sandstorms move us around?

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

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

  • The Adventure Deck number is 7.
  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourges Curse of Blindness and Curse of the Ravenous.

    During This Scenario: =
    • When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each.
    • When building the blessings deck, use only 15 blessings.

    • When you first encounter Ulunat, summon and build the location Festering Ulunat.

    • When you would discard a card from the blessings deck, you may instead bury 2 cards from your hand, deck, and/or discard pile.
    • If an ally would be banished from your location deck, you may discard the top card of your deck to instead put the ally on top of a location deck.
    For your Diplomacy check to acquire an ally, you may instead use your Acrobatics or Fortitude skill.
    When you acquire an ally, you may display it next to the scenario. (8 displayed allies are required to close Festering Ulunat, permanently defeat Ulunat, and win the scenario.) (8 have been displayed.)

    • At the end of your turn, if you did not encounter Ulunat this turn, examine the top 1d4+1 cards of a random open location deck; after you examine a boon, banish it.

    Additional Rules: THREAT LIST:

  • Villain: Ulunat
  • Henchmen: Aghash

    DISPLAYED ALLIES: 8/8

    Scenario Level (#): 7

    Turn: 22, Estra/Yewstance

    Random Cards:

    Monsters
    Spoiler:
    Guardian Thunderbirds
    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.

    Spoiler:
    Kalnaka
    MM
    Monster 5
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 22
    The Kalnaka is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

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

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

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

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

    Spoiler:
    Ambush
    MM
    Barrier 2
    Traits:
    Skirmish
    Veteran
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Perception 9
    The dif?culty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

    Spoiler:
    Holy Word Trap
    MM
    Barrier 5
    Traits:
    Trigger
    Trap
    Magic
    Divine
    To Defeat:
    Wisdom
    Divine 11
    OR Intelligence
    Perception 13
    When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

    Spoiler:
    Grave Goods
    MM
    Barrier 3
    Traits:
    Trigger
    Cache
    Curse
    To Defeat:
    Disable 10
    OR Dexterity
    Craft 12
    When you examine this card, discard a blessing.
    If undefeated, suffer the scourge Curse of Fevered Dreams.
    If defeated, choose a type of boon other than loot and draw a card of that type from the box.


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

    Weapons
    Spoiler:
    Dancing Scimitar +2
    MM
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

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

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

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

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

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

    Spoiler:
    Spite Cloud
    MM
    Spell 5
    Traits:
    Magic
    Arcane
    Attack
    Acid
    To Acquire:
    Intelligence
    Arcane 12
    For your combat check, discard this card to use your Arcane skill + 4d6. If the bane has the Construct or Ooze trait, add another 1d6. If the bane is a monster, you may use the result for any subsequent combat checks against it.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

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

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

    Spoiler:
    Stone Skin
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
    At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

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

    Spoiler:
    Day Star Half-Plate
    MM
    Armor 3
    Traits:
    Heavy Armor Magic
    To Acquire:
    Constitution
    Fortitude
    Divine 10
    Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
    If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.

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

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

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

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

    Spoiler:
    Sandstorm Dust
    MM
    Item 4
    Traits:
    Object
    Alchemical
    To Acquire:
    Intelligence
    Craft 9
    Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.

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

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

    Spoiler:
    Tears of Death
    MM
    Item 6
    Traits:
    Liquid
    Poison
    Alchemical
    To Acquire:
    Intelligence
    Craft 13
    Reveal this card to add 2d8 and the Acid, Cold, or Poison trait to your combat check using a weapon. Then succeed at a Craft or Disable 12 check; otherwise, you are dealt 1d4+1 Poison damage, then bury your discard pile.

    Allies
    Spoiler:
    Commander Abdallah
    MM
    Ally 3
    Traits:
    Human
    Fighter
    To Acquire:
    Combat 11
    When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
    Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
    Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.

    Spoiler:
    Pakesket
    MM
    Ally 5
    Traits:
    Animal
    Phoenix
    Fire
    To Acquire:
    Charisma
    Diplomacy 8
    THEN Charisma
    Diplomacy 12
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
    Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.

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

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

    Spoiler:
    Pyromaniac Mage
    MM
    Ally 5
    Traits:
    Human
    Wizard
    To Acquire:
    Intelligence
    Arcane
    Charisma
    Diplomacy 13
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 4

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 1 Lini/Bigguyinblack
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 2 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 2 Darago/AAUGHWHY
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 3 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 3 Qualzar/EmpTyger
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 4 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 4 Skizza/agent_eclipse
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Location #1: 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: Skizza/agent_eclipse, Estra/Yewstance,

    Location #3: Tooth and Hookah
    At This Location: If you fail to acquire an ally, shuffle that card back into this location.
    When Closing: Summon and acquire a random ally from the box.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Lini/Bigguyinblack, Create Mindscape displayed, Ley Line displayed, Safety Bubble displayed, (Void Glyph, Ulunat (Villain), Chakram of Ruin)

    Tooth and Hookah Card 1 (Ulunat):
    Ulunat
    None
    Villain B
    Type: Monster
    Traits:
    Vermin
    To Defeat:
    Combat 40
    OR Constitution
    Fortitude
    Wisdom 20
    THEN Combat 50

    Ulunat is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
    While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
    If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
    If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

    Tooth and Hookah Card 2 (Aghash):
    Aghash
    MM
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tooth and Hookah Card 3:
    Chakram of Ruin
    MM
    Weapon 6
    Traits:
    Knife
    Ranged
    Slashing
    Acid
    Magic
    To Acquire:
    Dexterity
    Ranged 13
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
    On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid.
    Tooth and Hookah Card 4:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
    Tooth and Hookah Card 5:
    Nefti the Bard
    MM
    Ally B
    Traits:
    Human
    Bard
    Aspis
    To Acquire:
    Charisma
    Diplomacy 8
    If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
    During a character at your location's explore step, discard this card to allow her to explore her location.
    Tooth and Hookah Card 6:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
    Tooth and Hookah Card 7:
    Enchanter
    MM
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Location #4: Golden Lake
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #5: Vizier's Hill
    At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here:

    Vizier's Hill Card 1 (Ammut):
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.
    Vizier's Hill Card 2:
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Vizier's Hill Card 3:
    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Vizier's Hill Card 4:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check at another location.
    Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.
    Vizier's Hill Card 5:
    Aghash
    MM
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Vizier's Hill Card 6:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Location #6: Dye Market
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Qualzar/EmpTyger, (Quicksand Bunyip, Aghash)

    Location #7: Canny Jackal
    At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, summon and encounter an ally.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Darago/AAUGHWHY,

    Conflagration:

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

    Location #8: Surgery
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #9: Festering Ulunat
    At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage.
    When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically.
    When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location.
    M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Festering Ulunat Card 1 (Guardian Thunderbirds):
    Guardian Thunderbirds
    MM
    Monster 6
    Traits:
    Animal
    Electricity
    To Defeat:
    Combat 22
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.
    Festering Ulunat Card 2 (Scarab Swarm):
    Scarab Swarm
    MM
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.


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

    During Estra's turn she banishes Lini's Curse of Blindness. On Lini's turn she buries Frilled Lizard and Blessing of the All-Seeing Eye to keep the hour.

    Lini moves to Vizier's Hill and rests.

    random location for EOT: 1d4 ⇒ 3 Canny Jackal. No effect.

    Lini wrote:

    Hand: Divine Blaze, Velociraptor, Hand of the Honest Man, Blessing of Milani, Pyrotechnic Blast, Blessing of the Seventh Veil, Pteranodon,

    Displayed: Curse of the Ravenous, Curse of Daybane ,
    Deck: 2 Discard: 0 Buried: 14
    "Current Location: Vizier's Hill
    Hero Points: 3"
    "NOTES:
    Available Support: Blessings are available for use.

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

    Blessing of the Seventh Veil: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.
    Movement: Move me to the if my location closes.
    Other: Hi I'm Lini! Please bot me if I need to Guard my location!"

    "

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Channel the Gift, Breath of Life,
    Discard Pile:
    Buried Pile: Helm of Electric Radiance, Life Lantern, Blessing of Sivanah, Mastiff, Vampire Bat, Binder's Tome, Fire Snake, Vengeful Storm, Restorative Touch, Death's Touch, Ride the Lightning, Ring of the Grasping Grave, Frilled Lizard, Blessing of the All-Seeing Eye,
    "
    Skills and Powers:
    SKILLS
    Strength d4 ☑ +1 ☑ +2 ☐ +3 ☐ +4
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Constitution d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Intelligence d6 ☐ +1 ☐ +2 ☐ +3 ☐ +4
    Knowledge: Intelligence +3
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +1
    Survival: Wisdom +2
    Charisma d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4

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

    Moved to Vizier's Hill to guard.


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

    Bury Scrying and Ice and Fire to keep Hour as Blessing of the Elements

    After Qualzar's rescue in the depths of the Ulunat and the insect's subsequent forceful ejection of the mages, Darago comes back to consciousness surrounded by flames. He doesn't have time to think of a graceful solution, but fire can't survive without something to burn. Play Disintegrate to defeat Conflagration (obstacle trait)

    Darago can sense the magic thickening in the air and radiating out from the Tooth and Hookah, a sure sign of Estra taking precautions to ensure her success where his rashness led to failure. He vows to help her out anywhere he can: from the inside, for example. Move to Festering Ulunat

    Darago opens up a interdimensional door into the Ulunat (a trick he learned from Qualzar) and unleashes gyesers of magma on the Card 1: Guardian Thunderbirds within!

    BA Electricity Damage: 1d4 ⇒ 3 Reveal Lini's Gravewatcher Chain Mail to reduce damage by 3 to 0. (Thanks so much for this Lini!) For the combat, play Volcanic Storm to use Arcane+3d6. Reveal Mask and Headband to add 4

    Combat 22: 1d10 + 3d6 + 10 ⇒ (8) + (6, 3, 3) + 10 = 30 Draw Thunderbirds

    "Talk about heartburn! Am I right?! Ha ha!" Suddenly, a wave of disgust washes over Darago. Did he really just say that? He's been spending too much time with Qualzar...

    End of turn location damage. Combat damage is negated by Lini's Gravewatcher Chain Mail

    Acid Damage: 1d4 + 1 ⇒ (2) + 1 = 3 Reveal Gravewatcher Chain Mail to negate it

    End of turn, examine
    Random Open Locaiton: 1d4 ⇒ 4 Festering Ulunat. examine and Trigger the Scarab Swarm

    The Ulunat seems to detect the foreign intruder and immune cells converge on Darago's location. They look like smaller versions of the beetle. "That's cute, I guess?" Reveal armor to bypass the trigger damage. For the combat play Icy Prison for Arcane+4d6. Reveal Headband and Mask for +4. Banish Thunderbirds for +1d4+1

    Combat 20/24: 1d10 + 4d6 + 1d4 + 11 ⇒ (10) + (4, 3, 3, 4) + (1) + 11 = 36

    "A cold compress should bring that fever down! Ugh..."

    Recover all my spells, revealing Mask and Headband
    Recharge Disintegrate Arcane 16: 1d10 + 11 ⇒ (6) + 11 = 17
    Recharge Volcanic Storm Arcane 13: 1d10 + 11 ⇒ (5) + 11 = 16
    Recharge Icy Prison Arcane 14: 1d10 + 11 ⇒ (9) + 11 = 20 Nice!

    "

    Grenek wrote:

    Hand: Crocodile Skin Armor, White War Paint, Quartermaster, Dragonbane Greatsword, Cook,

    Displayed: Bearskin Armor (Core),
    Deck: 9 Discard: 4 Buried: 0
    Hero Points: 1
    NOTES:
    Available Support: On local checks vs Monsters, Recharge/Discard card to add 1d6 and Piercing (use White War Paint, Crocodile Skin Armor, Quartermaster, Cook)

    Gorum: +2 dice on Combat STR

    Other: Goblin Markers:

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Blessing of the Gods 2, Blessing of Torag, Blessing of the Gods, Staff of Minor Healing (Core), Thundering Earthbreaker, The Brass Dwarf, Shock Glaive +1
    Recharged: Mastiff, Vale Temros,
    Discard Pile: Quarterstaff (Core), Shock Glaive, Crowbar, Blessing of Gorum,
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Melee: Strength+2
    Dexterity d6 ☐ +1 ☐ +2 ☐ +3
    Constitution d8 ☑ +1 ☐ +2 ☐ +3 ☐ +4
    Fortitude: Constitution+1
    Intelligence d6 ☐ +1
    Wisdom d4
    Charisma d8 ☐ +1 ☐ +2 ☐ +3
    Diplomacy: Charisma+0

    Favored Card: Melee Weapon
    Hand Size: 5 ☐ 6
    Proficiencies:
    Weapon
    POWERS:
    On your Strength check or your check against a monster ([X] or a bane), you may bury a random card from your discards ([ ] or the top card of your deck) to add your Fortitude. If you succeed, you may mark this card with a goblin marker.
    On a local check against a monster, you may discard ([X] or recharge) a card ([ ]Or remove a goblin marker from this card) to add 1d4 ([X] 1d6)([ ]1d8) and the Piercing trait.
    At the end of your turn, you may move; any local Goblin characters may move with you. ([ ])Then you may examine the top card of your location, then you may move again)
    [ ]You may avenge an encounter with a bane at any location by discarding a card. If it is distant, move to that location first.
    [X]On your non-combat Strength or non-combat Fortitude ([X]or combat) check, add the number of goblin markers on this card.
    [ ]Your hand size is increased by the number of goblin markers on this card

    "

    Canny Jackal and Festering Ulunat are both empty but still open


    Male Gnome Sorcerer/Impeller Deck Handler

    Burying Scribe, Blessing of Abadar instead of discarding a blessing for Qualzar's turn
    Moving to Canny Jackal
    Closing Canny Jackal.
    Canny Jackal is closed. Summoning Random Ally 1: Commander Abdallah

    Commander Abdallah:
    MM
    Ally 3
    Traits:
    Human
    Fighter
    To Acquire:
    Combat 11
    When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
    Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
    Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.

    Discarding Crown of Charisma as an Attack Mental Magic spell, recharging Golden Serpent Armband
    Combat 11: 1d10 + 6 + 1d6 + 4 + 1d6 ⇒ (2) + 6 + (6) + 4 + (2) = 20
    Commander Abdallah is acquired

    Qualzar strode back into the Canny Jackal triumphantly, but the establishment was empty. "What are you doing here?" asked a tall, important-looking commander. "Everyone has been ordered to shelter in place for the duration of the crisis."
    The gnome was taken aback. He craned his neck up at the human, the crown glinting on his head. "And who are you to give orders to Qualzar the Unstoppable?"
    The commander was unperturbed. "I'm Commander Abdallah. And I don't care who you are. Everyone must follow these orders. This is not a negotiation."
    The impeller rolled his sleeves up past the fancy golden armband, and let out a cackle. "Challenge accepted."

    Ending turn
    Random open location: 1d7 + 2 ⇒ (1) + 2 = 3
    Cards examined: 1d4 + 1 ⇒ (2) + 1 = 3
    Examining Tooth and Hookah 1: Ulunat, Tooth and Hookah 2: Aghash, Tooth and Hookah 3: Chakram of Ruin

    Ulunat:
    Villain B
    Type: Monster
    Traits:
    Vermin
    To Defeat:
    Combat 40
    OR Constitution
    Fortitude
    Wisdom 20
    THEN Combat 50

    Ulunat is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
    While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
    If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
    If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.


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

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

    Aghash triggers. Burying Crown of Charisma, Tablet of Languages Lost instead of discarding a blessing. Shuffling Sandstorm into hourglass.
    Chakram of Ruin is banished

    From the direction of the Tooth and Hookah came a ruinous rumble, and another shower of sand. "Sounds like the show is about to get started!" Qualzar said excitedly.

    Qualzar wrote:

    Hand: Clockwork Owl, Key of the Second Vault (banish to recovery to banish local displayed non-villain Lock/Obstacle/Trap), Commander Abdallah, Axe of the Imperative, Blessing of Sivanah (discard to bless/double bless if non-combat INT/CHA), Robe of Energy Resistance, Life Leech,

    Displayed:
    Deck: 4 Discard: 4 Buried: 10
    Notes:
    Ask before using:
    Can use without asking: Blessing of Sivanah

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: Arcane, Mental
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) ([X] +4) and add the Attack, Mental ([X] or Force), and Magic traits. This counts as playing a spell.
    When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
    [] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
    [X] Reduce Combat damage dealt to you by 2 ([] 3).
    [] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.

    Hero points: 6

    Summary:
    No hour discarded for Qualzar's turn.
    Another Sandstorm was shuffled into hourglass.
    Tooth and Hookah 3 is banished.
    Random Ally 1 (Commander Abdallah) is acquired.
    Canny Jackal is closed.
    Qualzar is at Canny Jackal.


    Skizza's turn; once again flip the hourglass if you don't halt it.

    Vizier's Hill is ready to be guarded, the Festering Ulunat still needs to be closed, and Estra's ready to take on Ulunat on her turn if the Festering Ulunat is taken care of.

    As I warned during my last update, I don't think Darago can use Disintegrate, because he never has the opportunity to "automatically defeat" anything, as he's explicitly not encountering Conflagration; it just asks him to make a check. Disintegrate doesn't let you automatically pass a check to defeat, simply allows you to automatically defeat certain encounters, which is described as occurring during one of the steps of the encounter in the rulebook.

    I'm willing to discuss this further, but my preferred solution is to have Qualzar use his Key of the Second Vault to clear the Conflagration before closing the Canny Jackal; he should do that and amend his hand.

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

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

  • The Adventure Deck number is 7.
  • The scourge die is 1d10.
  • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourges Curse of Blindness and Curse of the Ravenous.

    During This Scenario: =
    • When building the location decks, add an additional ally to each, and display a Conflagration henchman next to each.
    • When building the blessings deck, use only 15 blessings.

    • When you first encounter Ulunat, summon and build the location Festering Ulunat.

    • When you would discard a card from the blessings deck, you may instead bury 2 cards from your hand, deck, and/or discard pile.
    • If an ally would be banished from your location deck, you may discard the top card of your deck to instead put the ally on top of a location deck.
    For your Diplomacy check to acquire an ally, you may instead use your Acrobatics or Fortitude skill.
    When you acquire an ally, you may display it next to the scenario. (8 displayed allies are required to close Festering Ulunat, permanently defeat Ulunat, and win the scenario.) (8 have been displayed.)

    • At the end of your turn, if you did not encounter Ulunat this turn, examine the top 1d4+1 cards of a random open location deck; after you examine a boon, banish it.

    Additional Rules: THREAT LIST:

  • Villain: Ulunat
  • Henchmen: Aghash

    DISPLAYED ALLIES: 8/8

    Scenario Level (#): 7

    Turn: 25, Qualzar/EmpTyger

    Random Cards:

    Monsters
    Spoiler:
    Mummy Lord
    MM
    Monster 6
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 23
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.

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

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

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

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

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

    Spoiler:
    Holy Word Trap
    MM
    Barrier 5
    Traits:
    Trigger
    Trap
    Magic
    Divine
    To Defeat:
    Wisdom
    Divine 11
    OR Intelligence
    Perception 13
    When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.

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

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

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

    Weapons
    Spoiler:
    Dancing Scimitar +2
    MM
    Weapon 6
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Magic
    To Acquire:
    Strength
    Melee 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally recharge this card to add another 1d6+2. If not proficient with weapons, the difficulty of this check is increased by 4.
    When playing another weapon, you may discard this card to add 1d6+2 to your combat check.

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

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

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

    Spoiler:
    Crook and Flail of Kings
    MM
    Weapon 6
    Traits:
    Mace
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 13
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+3; you may additionally discard this card to add another 1d6+3 and the Electricity trait.
    Recharge this card to add 1 die to your combat check that has the Attack trait.

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

    Spoiler:
    Stone Skin
    MM
    Spell 1
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 7
    Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
    At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

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

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

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

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

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

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

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

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

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

    Spoiler:
    Bottled Lightning
    MM
    Item 5
    Traits:
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical
    To Acquire:
    Intelligence
    Craft 11
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; you may succeed at a Craft 16 check to recharge that card instead of discarding it.

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

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

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

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

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

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

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

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

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

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

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

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

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

    Current Hour:

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

    Hours Remaining: 5

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Skizza/agent_eclipse:
    Spoiler:
    Hourglass Card 1 Skizza/agent_eclipse
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 2 Estra/Yewstance:
    Spoiler:
    Hourglass Card 2 Estra/Yewstance
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 3 Lini/Bigguyinblack:
    Spoiler:
    Hourglass Card 3 Lini/Bigguyinblack
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 4 Darago/AAUGHWHY:
    Spoiler:
    Hourglass Card 4 Darago/AAUGHWHY
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
    Hourglass Card 5 Qualzar/EmpTyger:
    Spoiler:
    Hourglass Card 5 Qualzar/EmpTyger
    Sandstorm
    MM
    Villain B
    Type: Barrier
    Traits:
    Trigger
    Obstacle
    Weather
    To Defeat:
    None
    When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
    "A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx

    Location #1: 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: Skizza/agent_eclipse, Estra/Yewstance,

    Location #3: Tooth and Hookah
    At This Location: If you fail to acquire an ally, shuffle that card back into this location.
    When Closing: Summon and acquire a random ally from the box.
    When Permanently Closed: No effect.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 2
    Located/Displayed Here: Create Mindscape displayed, Ley Line displayed, Safety Bubble displayed, (Void Glyph, Ulunat (Villain))

    Tooth and Hookah Card 1 (Ulunat):
    Ulunat
    None
    Villain B
    Type: Monster
    Traits:
    Vermin
    To Defeat:
    Combat 40
    OR Constitution
    Fortitude
    Wisdom 20
    THEN Combat 50

    Ulunat is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
    While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
    If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
    If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.

    Tooth and Hookah Card 2 (Aghash):
    Aghash
    MM
    Henchman B
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Tooth and Hookah Card 3:
    Hippopotamus Mud Elemental
    MM
    Ally 6
    Traits:
    Elemental
    Acid
    To Acquire:
    Wisdom
    Survival 14
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check that invokes the Acid or Bludgeoning trait by a character at your location.
    Discard this card to explore your location. During this exploration, add 2d6 to checks that invoke the Acid or Bludgeoning trait.
    Tooth and Hookah Card 4:
    Nefti the Bard
    MM
    Ally B
    Traits:
    Human
    Bard
    Aspis
    To Acquire:
    Charisma
    Diplomacy 8
    If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
    During a character at your location's explore step, discard this card to allow her to explore her location.
    Tooth and Hookah Card 5:
    Void Glyph
    MM
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
    Tooth and Hookah Card 6:
    Enchanter
    MM
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran
    To Defeat:
    Combat 8
    The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
    Before you act, the Enchanter deals 1 Force damage to you.
    After you act, the Enchanter deals 1 Fire damage to you.

    Location #4: Golden Lake
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:

    Location #5: Vizier's Hill
    At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Lini/Bigguyinblack,

    Vizier's Hill Card 1 (Ammut):
    Ammut
    MM
    Monster 6
    Traits:
    Outsider
    Fire
    To Defeat:
    Combat 24
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at your location is dealt 1d4 Fire damage.
    If undefeated, suffer the scourge Curse of the Mummy.
    Vizier's Hill Card 2:
    Ice Storm
    MM
    Spell 4
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Cold
    To Acquire:
    Intelligence
    Arcane
    Divine 11
    For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
    Vizier's Hill Card 3:
    Eternal Captives
    MM
    Barrier 4
    Traits:
    Curse
    Undead
    To Defeat:
    Wisdom
    Divine 10
    OR Charisma
    Diplomacy 8
    Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
    Vizier's Hill Card 4:
    Maftet Hunter
    MM
    Ally 4
    Traits:
    Maftet
    Hunter
    To Acquire:
    Charisma
    Diplomacy 11
    Discard this card to add 2d6 and the Melee trait to a combat check at another location.
    Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.
    Vizier's Hill Card 5:
    Aghash
    MM
    Henchman C
    Type: Monster
    Traits:
    Trigger
    Outsider
    Curse
    Electricity
    Veteran
    To Defeat:
    Combat 11
    OR Divine 8
    When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, suffer a scourge.
    If defeated, you may immediately attempt to close the location this henchman came from.
    Vizier's Hill Card 6:
    Furies of the Drowned Desert
    MM
    Monster 6
    Traits:
    Elemental
    Outsider
    Acid
    To Defeat:
    Combat 21
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Location #6: Dye Market
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: (Quicksand Bunyip, Aghash)

    Location #7: Canny Jackal
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Qualzar/EmpTyger,

    Conflagration:

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

    Location #8: Surgery
    Closed
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Location #9: Festering Ulunat
    At This Location: This location is always temporarily closed. At the end of your turn, you are dealt 1d4-1 Combat damage, then 1d4+1 Acid damage.
    When Closing: If the number of allies displayed next to the scenario is equal to at least 3 plus the number of characters, you may close this location automatically.
    When Permanently Closed: For the rest of the scenario, add 2d12 to checks against Ulunat by characters at any location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Darago/AAUGHWHY,


  • Male Gnome Sorcerer/Impeller Deck Handler

    (Correction to Qualzar’s turn)
    Banishing Key of the Second Vault to recovery to banish Conflagration
    Recovery:
    Arcane 12: 1d10 + 6 ⇒ (8) + 6 = 14
    Key of the Second Vault is recharged

    “The best way to let people know it’s safe again will be to hang a giant banner up there.” Qualzar pointed to the top of the ruined Canny Jackal. The sorcerer opened a locked chest and took out a wrapped parcel of food, giving it to Abdallah. “A bite of this should let you do it!”
    The commander looked at the food dubiously. “What is it?”
    The impeller smiled. “I call it a can-flag ration.”

    Qualzar wrote:

    Hand: Clockwork Owl, Robe of Vision, Commander Abdallah, Axe of the Imperative, Blessing of Sivanah (discard to bless/double bless if non-combat INT/CHA), Robe of Energy Resistance, Life Leech,

    Displayed:
    Deck: 4 Discard: 4 Buried: 10
    Notes:
    Ask before using:
    Can use without asking: Blessing of Sivanah

    Skills and Powers:

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: Arcane, Mental
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) ([X] +4) and add the Attack, Mental ([X] or Force), and Magic traits.  This counts as playing a spell.
    When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from).  This counts as playing a spell that has the Arcane and Mental traits.
    [] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
    [X] Reduce Combat damage dealt to you by 2 ([] 3).
    [] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.

    Hero points: 6


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

    Playing Disintegrate on the Conflagration wasn't legal, so it should still be in my hand

    "

    Darago wrote:

    Hand: Phoenix Cloak, Helm of Electric Radiance, Disintegrate, Mask of the Forgotten Pharaoh, Ammut, Gravewatcher Chainmail, Headband of Epic Intelligence,

    Displayed:
    Deck: 8 Discard: 6 Buried: 6
    Hero Points: 5

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Fire Snake, Death's Touch, Magnetic Grimoire, Blessing of Pharasma, Game of Afterlife
    Recharged: Bound Lantern Archon, Volcanic Storm, Icy Prison (Core),
    Discard Pile: Blessing of the Seventh Veil, Dimension Leap, Blessing of Pharasma 2, Blessing of Master of Masters, Cloudburst, Blessing of Isis,
    Buried Pile: Hand of Glory, Iceblade Spelldagger, Fox (Core), Blessing of Abadar, Scrying, Ice and Fire,

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

    Charisma d6 ☐ +1 ☐ +2
    Favored Card: Spell
    Hand Size: 6 ☑ 7 ☐ 8 ☐ 9
    Proficiencies:
    None
    POWERS:
    When you acquire a card that has the magic trait during your exploration, you may immediately explore again.
    Add 1d4 ([X] 2d4) and the magic trait to your check to defeat a bane that has the Undead trait.
    [X] When you defeat a monster that has the Undead trait ([X] or any monster) and would banish it, you may put it in your hand. You may banish a monster from your hand to add 1d4 ([X]+1) ([ ]+2) to your check([X] or a check by any character at the location).
    [X] Add 1([ ] 2) ([ ] 3) to your check to recharge a card.

    [/spoiler]"

    The Exchange

    Deck Handler

    Start of Turn: Halting Hourglass burying Ghost Battling Ring and Lightning Bolt.

    Move to and Close Festering Ulunat.

    End Turn. Examine Top: 1d4 + 1 ⇒ (2) + 1 = 3 cards of Open Location #: 1d2 ⇒ 1, Card Three: Hippopotamus Mud Elemental banished. Reset Hand.

    "

    Skizza wrote:

    Hand: Blessing of Old Deadeye, Blessing of Alkenstar B, Blasting Pistol +2, Swiftshooter, Enervating Pistol +3, Rhino Hide Armor, Cannon Master,

    Displayed: Shock Bullets,
    Deck: 6 Discard: 4 Buried: 9
    Hero Points: 6
    NOTES:
    Available Support: Lucky Rifle +2: If a character at another location would fail a combat check, bury this card to add 1d4+1 to the result.
    Enervating Pistol +3: Shuffle this card into your deck to decrease the difficulty of any combat check by 2d4, or 1d4+4 if you have the Arcane skill.
    Blessing of Old Deadeye: Recharge this card to add 1 die to any Ranged check or On any character's combat check, after the roll, discard this card to allow him to reroll the dice and take the new result.

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Deadeye Pistol +1, Curse of Poison
    Recharged: Tetisurah, Blessing of Alkenstar C, Blessing of Tsukiyo, Lucky Rifle +2,
    Discard Pile: Scarab Buckler, Potion of Healing, Flaming Ranseur +3, Blessing of Alkenstar,
    Buried Pile: Flaming Musket +2, Returning Throwing Axe +1, Weaponrack Backpack, Hatchet Bird, Adamantine Bullets, Beneficial Bandolier, Blessing of Milani, Ghost Battling Ring, Lightning Bolt,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Disable: +2
    Ranged: +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☐ +4
    Craft: +1
    Wisdom d6 ☐ +1 ☐ +2
    Charisma d6 ☐ +1 ☐ +2

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

    "


    Skizza needs to process the Aghash trigger one way or another before Estra can take her turn (and then hopefully finish the scenario and, indeed, the entire Adventure Path).

    The Exchange

    Deck Handler

    Bury Flaming Ranseur +3 and Potion of Healing.

    Silver Crusade

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

    Estra starts her turn.
    Estra buries Valet and Freed Soul from her discards to halt the hourglass.

    Estra moves to the Tooth and Hookah.
    Estra displays Summon Hellhounds.

    Ulunat lets out an unearthly yell as it's colossal stampede runs closer and closer to the trapped Tooth and Hookah. Jets of flame seem to spill from cracks in its carapace as Darago unleashes his most powerful of magics upon its insides - Estra can sense his presence inside the beast now that it getting close.

    She steels herself for combat; drawning near every spirit who will answer her call as she wears the ethereal 'shell' of Honaire's form, giving her strength. She weaves new bodies out of flames to house some of the most hateful and angry of spirits; giving them the means and outlet to vent their vileness on the enemy just in time before Ulunat smashes his carapace into the Tooth and Hookah, setting off the dozens of spells Estra had chained into the building.

    Estra skips her free exploration and sets aside Psychic Rager to explore again.

    Tooth and Hookah Card 1 (Ulunat): Ulunat:

    None
    Villain B
    Type: Monster
    Traits:
    Vermin
    To Defeat:
    Combat 40
    OR Constitution
    Fortitude
    Wisdom 20
    THEN Combat 50
    Ulunat is immune to the Mental and Poison traits.
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 18 check or be dealt 1d4+1 Combat damage.
    While you act, before any character plays a spell, that character is dealt 1 Mental damage which cannot be reduced.
    If undefeated, move to the location Festering Ulunat and shuffle your token into its deck.
    If Ulunat would be defeated, and Festering Ulunat is not closed, instead shuffle Ulunat into a random occupied location other than Festering Ulunat.
    Psychic Rager is buried to add 2d12 to all checks to defeat during this encounter.
    BA: Choose to fail; Estra suffers 1d4 + 1 - 1d4 ⇒ (2) + 1 - (2) = 1 Combat Damage (Safety Bubble), and reveals Khepresh of Refuge to reduce the damage taken by 1, to 0.

    Rubble goes flying, but Estra is standing far enough away to not get flattened, and her magical wards deflect the worst of the debris.

    Check #1 (Wisdom 20)...
    Estra reveals Neferekhu to add 2 dice.
    Create Mindscape adds 1d4.
    Festering Ulunat adds 2d12.
    Psychic Rager adds 2d12.
    Lini discards Blessing of Milani to bless twice.

    Wisdom 20 (Bless*2, Neferekhu, Create Mindscape, Psychic Rager, Festering Ulunat): 5d10 + 4 + 1d4 + 4d12 ⇒ (5, 9, 2, 7, 6) + 4 + (1) + (5, 6, 10, 4) = 59 -> Pass.
    Neferekhu: Diplomacy 8 (Create Mindscape): 1d10 + 6 + 1d4 ⇒ (6) + 6 + (4) = 16 -> Pass; Estra draws Psychic Surgery.

    A flare of energy from the sky seems to lash at the beast - was that Lini? - as Estra's magic tears at the very life of the monster, halting its regeneration outright as layers of spiritual magic strike at its very existence.

    Check #1 (Combat 50)...
    Skizza reloads Enervating Pistol +3 to decrease the combat check difficulty by 2d4 ⇒ (4, 1) = 5 (now 45).
    Estra sends Ice Storm to Recovery for combat to use Divine +3d8.
    Ulunat: Estra is dealt 1 Mental Damage, and discards Khepresh of Refuge to damage.

    Estra buries Psychic Surgery to the power of the Smoking Den to add a die.
    Summon Hellhounds adds 2d6
    Create Mindscape adds 1d4.
    Estra displays Phoenix Cloak to add 3d4 and the Fire trait to her combat check.
    Festering Ulunat adds 2d12.
    Psychic Rager adds 2d12.
    Skizza discards Blessing of Alkenstar to add 1d12.

    Combat/Divine 45 (Smoking Den, Summon Hellhounds, Create Mindscape, Phoenix Cloak, Psychic Rager, Festering Ulunat, Blessing of Alkenstar): 2d10 + 4 + 3d8 + 2d6 + 1d4 + 3d4 + 5d12 ⇒ (2, 6) + 4 + (4, 4, 7) + (6, 1) + (3) + (1, 1, 1) + (2, 12, 7, 7, 8) = 76 -> Pass! Just for fun, Estra recharges Stained Glass Elemental to add 8, bringing her total to 84.
    Summon Hellhounds: Estra rolled two '6s' and discards Restorative Touch and Bound Lantern Archon from her deck.
    Ulunat is well and truly DEFEATED!

    Now in-range of Skizza's firearms, the ratfolk lets loose with every cannon, rifle and firearm that comes to hand, throwing any explosive and any ammunition he has available at the creature. Ulunat writhes - its colossal motions leveling more buildings - as Estra redoubles her attack, her flame-formed spirit allies pouring into its skull through any opening they can find and burning at its insides as she struggles to pour all of her magic into her spells. She plucks at the strands of its impossible vast lifeforce - beginning to unwravel it into pieces as his regeneration remains entirely stunted.

    Now vulnerable, the attacks across its form from both inside and out, from the forces across the city - spells, arrows, javelins - begin to open wound after wound after wound. Bile-like liquid sprays from its shell, its legs begin to give out, and with one last shout Estra banishes its near-godlike mental presence far from the material plane, leaving its body inert in its nest of a city's remnants. Dead.

    Estra collapses, her spells vanishing to nothing.

    WE WIN THE SEASON!

    "

    Estra wrote:

    Hand: Neferekhu,

    Displayed: Create Mindscape, Safety Bubble, Ley Line, Summon Hellhounds, Phoenix Cloak,
    Deck: 3 Discard: 5 Buried: 13
    Hero Points: 3
    NOTES:
    Other: That's everything there is to do - DONE!

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): 0
    Recharged: Channel the Gift, Hypercognition, Stained Glass Elemental,
    Discard Pile: Honaire, Javelin of Lightning, Blessing of the All-Seeing Eye, Bound Lantern Archon, Restorative Touch,
    Buried Pile: Black Kiss, Fate Blade, Flame Staff (Core), Binder's Tome, Blessing of the Lady of Graves, Mumia Smuggler, Blessing of the Elements, Minnothet, Tarworks Master, Valet, Freed Soul, Psychic Rager, Psychic Surgery,

    Skills and Powers:
    SKILLS
    Strength d4 ☐ +1
    Dexterity d4 ☐ +1 ☐ +2
    Constitution d6 ☐ +1 ☐ +2
    Intelligence d8 ☐ +1 ☐ +2 ☐ +3
    Knowledge: Intelligence +1
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Divine: Wisdom +2
    Perception: Wisdom +2
    Charisma d10 ☑ +1 ☑ +2 ☑ +3
    *Diplomacy: Charisma +3

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

    PLAYER REWARDS:

    Spoiler:

    [X] [X] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
    (You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.)

    [X] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
    [X] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.
    "


    COMPLETED SCENARIO 3-P: TIDE OF THE UNHOLY FIRST

    TIER PROGRESSION:
    All characters gain a Hero Point, and may optionally expend it immediately to gain a feat of their choice.
    Party -> Tier 6, 6XP

    SCENARIO REWARD:

  • When playing the Mummy’s Mask Adventure Path, Season of Plundered Tombs, or Season of Factions’ Favor, when any of your characters visits a trader, he may also visit (and trade with) the trader Sunburst Market.
    (This is not a one-time reward; it applies to all of your characters, as long as you're playing Season 3, Season 4 or Mummy's Mask.)

    DEVELOPMENT:

    The Unholy First has fallen! Watching Ulunat’s carapace fall back into a torpor where it rose just hours ago makes it almost seem as if this day never happened—except for the blasted landscape and bewildered crowds.

    You put everything you had into defeating this beast once more. Given the lengths that a mighty pharaoh went to millennia ago to defeat Ulunat the first time, you thank the gods that it apparently returned to life at only partial strength.

    Sothis is shaken to its core, and recovering from Ulunat’s destruction is likely to take months. But the city survives. In fact, it thrives.

    For that, you plan to celebrate!

    PERSONALIZED DEVELOPMENT:
    You find each other by Ulunat's 'head', buried in the Tooth and Hookah. A short distance from where he fell lay Estra's body, her heart having stopped. Lini's resurrection spells fail to bring her back; either Estra was too old, or the spiritualist was unwilling to leave Pharasma's grasp now that she could reunite with her beloved. All seemed to agree the latter was likely.

    Qualzar, Lini, Skizza and Darago have lost a friend, but saved a city - if not far more, from foiling Ahriman's horrific plots. Now all that remains is to decide whether to flee the city lest the Ruby Prince determines that they were responsible for Ulunat's awakening, or to pursue a royal reward for their role in ending the threat both Ahriman and Ulunat posed, quite likely, to all of Osirion.

    ACQUIRED CARDS:

    Mumia Smugglers (Ally B)
    Black Kiss (Ally 1)
    Khelru (Ally 1)
    Minnothet (Ally 2)
    Commander Abdallah (Ally 3)
    Scribe (Ally 4)
    Freed Soul (Ally 5)

    Rhino Hide Armor (Armor 6)

    Blessing of the Elements (Blessing B)
    Blessing of Pharasma (Blessing B)

    Ghost Battling Ring (Item B)
    Potion of Healing (Item B)
    Ring of the Grasping Grave (Item 3)
    Hand of Glory (Item 6)

    Lightning Bolt (Spell 2)
    Ice Storm (Spell 4)

    Returning Throwing Axe +1 (Weapon 1)
    Fate Blade (Weapon 4)
    Flaming Ranseur +3 (Weapon 5)
    Axe of the Imperative (Weapon 5)


  • With that; the Season 3 Capstone is complete, and with it, every scenario in Season 3 entirely.

    That means, for all intents and purposes, the retirement of our characters. All that's left is for me to report our results and produce all of your remaining Chronicle Sheets. That will take me some time to get to, and I'll keep this thread active until they're all sent out - expect it to take a month or more, unless you make a specific request for me to prioritize yours.

    Congratulations to every member of the party; it's been a pleasure playing with you all. Estra remains my first PACS character (online or otherwise) and it's enormously satisfying to finish her story at last (though I have finished a few other APs in the time it took this one to finish).

    You may write your own character's epilogue here at any time, if you wish.


    Male Gnome Sorcerer/Impeller Deck Handler

    Upgrading Ally 2 Apprentice into Ally 5 Pyromaniac Mage.

    Four half-elven children were sitting by the fountain in the center of Sothis. Qualzar approached. "Have you been having fun on your vacation?" They all cheered. Qualzar beamed. "Everyone has fun at the Whimsical World of Qualzar the Wondrous!"

    But then the eldest child added, "Although I think our parents have been arguing a lot." Qualzar looked over to the other side of the fountain, where a human and elf were having a heated dispute with a gnome. He took a closer listen.

    "175 gold for a picture?" the elf was saying. "Look here, Mr. Hoppert. That can't be right."

    The gnome cleared his throat. "Ah, ahem, er, as a matter of fact, it is 175 gp *per child* pictured." He held up a piece of parchment, showing the four half-elves riding in miniature pyramids. Each pyramid bounced up and down while moving around a central pylon. "So that would be 700 gp."

    "700 gp?!" The human stamped in anger. "That's ridiculous. We certainly won't be paying such an outrageous sum!"

    The elf sighed. "Just pay the gnome, dear." This clearly was not the first time they had had this argument. Reluctantly, the human pulled out a small purse, counted out some coins, and handed them over. Hadden bowed and scurried off.

    The human turned to the elf. "700 gp for a picture. 1400 gp for the ride. Another 1400 gp to ride Darago's Spooky Mansion. 900 gp at the Rat-a-tat Rat Arcade. 2600 gp for admission to Lini's petting zoo. 4000 gp for aura readings at E & H. 12000 for lunch reservations at Gronk's Grub. 1250 for sweets at Cogsnap's Clever Candied Concoctions, including souvenir candy dishes..."

    "The price gouging is outrageous!" the elf interrupted, but then sighed. "But what can we do?"

    Qualzar whispered to the children. "I know what would cheer everyone up!" He conjured a flyer. "Nemsky's All-New Pyrotechnic Fireworks Extravaganza is starting soon!" The kids all looked excited. "See, seats are still available! Go on, go tell your parents!"

    The half-elves ran over and showed the advertisement. The elf read, "...Seats are still available for 400 gp, 1100 gp for front row..." The human gave a tired groan, the elf gave pained cry. But the sorcerer watched them all depart in the direct of the amphitheatre.

    Qualzar laughed and laughed and laughed. "Tourist trap!" His adventuring days might be over, but some things would never change. "Classic!"

    Qualzar, Male Gnome Sorcerer/Impeller wrote:

    Deck:
    22 cards

    1 Weapon: Giantbane Dagger +1
    5 Spells: Dominate, Blizzard, Life Leech, Wall of Fire, Dimension Leap
    2 Armors: Robe of Vision, Robe of Energy Resistance
    4 Items: Pearl of Magic, Headband of Alluring Charisma, Mist Horn, Crown of Charisma
    5 Allies: Velociraptor, Clockwork Owl, Pyromaniac Mage, Cat, Surgeon
    5 Blessings: Blessing of Achaekek, Blessing of Sivanah, Blessing of Abadar, 2 Blessings of Pharasma

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

    Powers:
    Favored Card: Spell
    Hand Size 6 [X] 7 [] 8
    Proficient with: Arcane, Mental
    For your combat check, you may discard a card to use your Arcane skill + 1d6 ([X] +1) ([X] +2) ([X] +3) ([X] +4) and add the Attack, Mental ([X] or Force), and Magic traits. This counts as playing a spell.
    When you encounter a monster, you may evade it ([] and put it on the top of the location deck it came from). This counts as playing a spell that has the Arcane and Mental traits.
    [] When you would shuffle a monster into a location deck on your turn, you may shuffle it into a random open location deck instead.
    [X] Reduce Combat damage dealt to you by 2 ([] 3).
    [] When you succeed at a check to recharge a spell, you may instead recharge a spell from your discard pile.

    Cards:
    Weapons 1 [] 2
    Spells 3 [X] 4 [X] 5
    Armors 1 [X] 2
    Items 2 [X] 3 [X] 4
    Allies 4 [X] 5 [] 6
    Blessings 4 [X] 5 [] 6

    Hero points: 7

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    Community / Forums / Online Campaigns / Play-by-Post / [ACG] [CaG] [PluTo] Adventure 3-1: Serpents in the Deep by Yewstance All Messageboards

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