[ACG] Season of Factions' Favor 4-3: Favors and Foes - Elinnea (Inactive)

Game Master dinketry

Current adventure deck: 3
Turn order:
Aric / Dinketry
Enora / Eslibedesh
Oloch / Gimry


1 to 50 of 643 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

This is the gameplay thread for our game of the Season of Faction's Favor, as part of the Cards Against Gnomanity event to begin on July 9th. We will talk about getting started in the Discussion thread, and the game itself will take place here in gameplay. For now you can make a post here and delete it, which will save this game to your Campaigns page.


Season of Faction's Favor

Since its creation, the Pathfinder Society has trained and sponsored archaeologists, scholars, and adventurers of all stripes to uncover the world’s historical secrets. More than 400 years later, the Society practically spans the globe, from its Grand Lodge headquarters in Absalom to more humble lodges continents away. With this reach comes influence, not only through the Pathfinder Chronicles that make famous the Society’s greatest agents, but also through the organization’s growing power wherever it creates a new base of operations.

This fame and power has attracted the envious, the ambitious, and the downright villainous. Although Pathfinders have clashed with avaricious rivals like the Aspis Consortium, power-hungry tyrants like the runelords, and catastrophic threats like the abyssal Worldwound, the Society’s influence has also attracted factions that sought to recruit Pathfinder agents, control the organization, or usurp its resources. After nearly a decade of factions clashing with each other and then being brought in line, these groups have at last reached a fairly peaceful equilibrium. Each now contributes its own expertise to the Society’s greater goals.

That transition has been anything but bloodless. Two of the greatest faction rivals were Baron Jacquo Dalsine (representing Taldor’s failed ploy to seize control of Absalom politically) and Pasha Muhlia al-Jakri (representing Qadira’s desire to usurp Absalom through economic dominance). The two clashed regularly, and their conflict came to a head when Dalsine’s cousin killed al-Jakri’s sister. The pasha had come to expect casualties in their shadow war, but this act drove her to kill the baron and abandon the Pathfinder Society entirely for having entertained such internecine squabbles in the first place.

Pasha Muhlia al-Jakri has since tried to rebuild her career with other organizations, yet each time her increasingly criminal ambitions led her into conflict with the Society. For more than six years her anger toward the Pathfinders has grown. Other villains thwarted by the Society have sought her out, and together they recently launched an attack on Absalom using her intelligence to gain a critical advantage. Although the Society helped the city fend off this invasion, it’s only a matter of time before al-Jakri athers new allies and strikes again.

The Society’s reformed factions have taken it upon themselves to help track down this renegade, recognizing that their past infighting contributed to al-Jakri’s downward spiral into treachery. With their guidance, it’s up to you to track down the pasha, thwart her schemes, and unravel the conspiracies she has woven across the Inner Sea.

New Rule: Favors
Season of Factions' Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.

Rules: Traders
In Season of Factions' Favor, 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 into 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.


  • Adventure 4-1: Chasing Yellow Sails

    Still recovering from the fierce battle for Absalom, the Pathfinder Society was appalled to hear reports that a former ally—onetime faction leader Pasha Muhlia al-Jakri—helped coordinate the betrayal and subsequent twopronged attack that had threatened the city. Though citizens, soldiers, and Pathfinders alike rose up to thwart the foul plot, the assassin al-Jakri managed a narrow escape. Not only is the Pathfinder Society embarrassed to have trusted a betrayer for so many years, but it is horrified that she used Society connections to nearly bring Absalom to its knees. Uncertain whether she may possess other secrets or allies, the Pathfinder Society desperately needs to track down and capture al-Jakri before she can hatch any other sinister plots. You have been set the task of bringing her to justice.

    After some preliminary investigation, it becomes clear that most of al-Jakri’s lieutenants perished in the battle. There is one who was seen escaping, however: a Keleshite man named Satyar Siddique. He was last seen boarding a ship that was then intercepted by a large galley bearing the infamous yellow sails of an Okeno slaving ship. Siddique is now undoubtedly being ferried to Stonespine Island off the coast of Katapesh to be auctioned off at Okeno’s notorious Fleshfairs—markets where slaves of all races and nationalities are sold like chattel. If the Society wants any chance of stopping anything al-Jakri may be setting in motion, you must track down Siddique and convince him to share what he knows. Every moment you delay brings him a greater risk of being traded, tortured, or killed by slavers who are unaware how valuable he is.

    Venture-Captain Roderus of the Winding Road Lodge, one of the Pathfinder Society’s local headquarters in Katapesh, has done all he can to equip you for your mission and warn you of the cruel gnolls that are seen as villains elsewhere yet are welcome in Okeno. You’ll cross to Stonespine Island on a merchant ship, and from there you must keep a low profile to avoid unwanted attention. Into the Yellow City of Okeno you must go, with hopes you will not fall to a slaver’s noose.

    During this adventure
    The scourge die is 1d4+1.

    When creating the blessings deck, replace 1 blessing with the support card Liberty's Edge Favor (proxy with Defensive Stance).

    If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.


    Scenario 4-1A: Amid the Yellow City

    Yellow sails crowd the harbor city of Okeno as your ship draws nearer to the bustling docks. Yellow Harbor—also known as the Skindock—teems with life as every ship crawls with merchants loading and unloading their wares. Peering beneath the slats of the raised boardwalks, you can see slavers driving herds of shackled souls into the filthy tunnel system known as the Sweatways. With barely more than a name and a scant description, it’ll be difficult to find one prisoner in a sea of slaves.

    You have relatively few details about your quarry, a Keleshite lieutenant named Satyar Siddique. He is likely now a servant to an unknown master in the Yellow City. You must find him to extract his knowledge of the whereabouts of his former leader, Pasha Muhlia al-Jakri, before he falls to the fate of all slaves in Okeno.

    Okeno is hardly the friendliest place for those not in the slave-trading business, so finding information about your target without drawing attention will be key. The city may boast a low crime rate, but this is because criminals are sold into slavery without a thought, to say nothing of a trial. Having secured passage from the capital city of Katapesh to Stonespine Island on a merchant ship, you should blend in well enough for the time being. You convinced a couple of seasoned crew members to tell tales of their previous trips to Okeno, so you have a few ideas of where to start looking for information. There’s always plenty to learn in the right tavern or gambling hall.

    It will be difficult to find anyone willing to disrupt the slave trade. To that end, you must contact one of the undercover Eagle Knights, a military organization from Andoran that raises hell for slavers throughout the Inner Sea region. But take care not to be overheard by the wrong folks, as governor Morio Midasi has eyes and ears around the city, reporting back to him if they spot anything that may interrupt the business of his more well-heeled friends…

    During this scenario
    After you examine an ally from the location deck, put it on the bottom of that deck.

    After you acquire an ally, you may immediately attempt to close your location.

    To win, close all locations.


    During This Adventure: The scourge die is 1d4+1.

    When creating the blessings deck, replace 1 blessing with the support card Liberty's Edge Favor (proxy with Defensive Stance).

    If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

    After you acquire an ally, you may immediately attempt to close your location.

    To win, close all locations.

    Turn: 0

    Scourge Table:

    1-2. 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

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None


    You may each choose your starting location, and post your starting hand. Take note of both the adventure and the scenario effects.I'll fill in the cards for the locations once we're ready to begin.


    Deck Handler for Aric/RedRaven - Dinketry

    Just a Chelish nobleman on a business trip to personally select a few new strong backs for his estate...

    Aric strides purposefully about the deck of the ship, a rakish smile on his face as he polishes the lens of his pince-nez. Satisfied with his efforts, he screws the lens back in place in front of his left eye and peers out at the teeming harbour of Okeno.

    Where might you be, Siddique?

    "I take these voyages as constitutionals, good man," Aric continues his conversation with one of the shipboard merchants he has sprung up a superficial friendship with, jesting and joshing like the devil-may-care man of leisure he detests the most. "We are what are actions paint us as, not what our words herald." He pauses, enjoying the ominous way that the aphorism hangs.

    Aric's thoughts shift to the mission briefing from the Venture-Captain and the indication that other undercover operatives had already penetrated the Yellow Harbour.

    Make myself known and unknown: a duality well-suited to the Red Raven!

    The Chelish gentleman shakes himself gently. "A glass of port to toast our arrival, then?" Aric suggests off-handedly. "I say, I must refill my tabac pouch. Do you know of a tobacconist's in Okeno?"

    Starting Location: Smoking Den

    Aric wrote:

    Hand: Punching Dagger, Signal Whistle, Blessing of the Spy 1, Magnifying Glass, Flawless Monocle, Rapier Character Name: Aric

    Displayed: Aric
    Deck: 9 Discard: 0 Buried: 0 Hand Size: 6
    Notes:
    Sideboard cards: Masque, Clockwork Spy, Patrician's Armor

    Skills and Powers:
    SKILLS

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

    Favored Card: None
    Hand Size 6 [ ] 7
    Proficient with: None
    Powers:
    At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.


    Oloch Deck Handler

    A cramped ship is no place for this follower of Gorum. I live for the fight and there has not been enough of that lately.

    The Venture Captain has asked for information on Satyar Siddique, but what do I know of Human ways and customs. They have scorned, ridiculed and beaten me over the years. Those are the ways and customs I return unto them. However, Gorum has called me to help on this quest and so I will.

    I spy the Tarpits off in the distance, a place not that unlike that which I was so violently raised. Maybe there I can find some information that will help on our search. And if I'm lucky, maybe a few things to bash along the way.

    Starting Location: Tarpits

    Reposting. Just realized my initial hand did not include an armor.

    Oloch wrote:

    Hand: Chain Mail, Heavy Pick, Magic Weapon, Divine Favor

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Melee: Strength +1
    Dexterity d4 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Fortitude: Constitution +3
    Intelligence d4 [ ] +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Divine: Wisdom +2
    Charisma d6 [ ] +1

    Favored Card: Armor
    Hand Size: 4 [ ] 5
    Proficient With: Light Armors, Heavy Armors, Weapons

    POWERS:
    When another characther attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (2) to the check. Return the displayed cards to your hand before you reset it (and at the start of your turn)
    Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1(+2) random cards from her discard pile into her deck, then discard the card you revealed.


    Enora's Deck Handler

    I cannot believe I was sent on this ship with these ruffians.

    My fingers ruffle through pages of my encyclopedia, as I glance up and down every page gathering information about Skindock at a shocking rate. Although normally I would be opposed to such witch hunts, Al-Jakri must feel the sting of justice, and Siddique is the best lead we have.

    I gather my things and get up to get some air, scoffing as I pass the others. Their drunken ways are interrupting my true pursuit of knowledge. I am forced to remind myself that their barbaric actions are just their way of gathering information.

    Oh help me Nethys, this is going to be a long trip.

    Starting location: Precinct of the left Eye

    Enora wrote:

    Hand: Bit of Luck , Electrified Web, Fire Snake, Bestiary Of Garund, Mind Thrust, Blessing of the SpellBound 3,

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

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6
    Proficient with: None
    Powers:
    On Your check to acquire a boon that has the Magic trait, you may discard({ } or recharge) a card that has the magic trait to add 1d8
    After you play a spell, you may recharge another random spell from your discard pile.
    For your combat check, you may discard a spell( { } or a boon that has the Magic Trait) to use your charisma skill + 1d6 ({ } 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.


    During This Adventure: The scourge die is 1d4+1.

    When creating the blessings deck, replace 1 blessing with the support card Liberty's Edge Favor.

    If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

    After you acquire an ally, you may immediately attempt to close your location.

    To win, close all locations.

    Turn: 1, Celeste/k012857

    Scourge Table:

    1-2. 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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

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

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Enora/Eslibedesh, None

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

    Precinct of Left Eyes Card 2:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Precinct of Left Eyes Card 3:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran To Acquire:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_

    Precinct of Left Eyes Card 4:
    Spelldagger
    Weapon C
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_

    Precinct of Left Eyes Card 5:
    Toxic Geyser
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran To Acquire:
    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_

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

    Precinct of Left Eyes Card 7:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite To Acquire:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    Precinct of Left Eyes Card 8:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
    Bury this card to explore your location_

    Precinct of Left Eyes Card 9:
    Feather of Maat
    Item B
    Traits:
    Object
    Magic
    Maat To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check_
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result_

    Precinct of Left Eyes Card 10:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
    Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Aric/dinketry, None

    Smoking Den Card 1:
    Coffer Corpse
    Monster 1
    Traits:
    Undead To Acquire:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits_
    If undefeated, move to a random location_

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

    Smoking Den Card 3:
    Ubashki
    Ally B
    Traits:
    Undead
    Mummy To Acquire:
    Bury a card
    Recharge this card to reduce damage dealt to you by 2_
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
    Discard this card to explore your location_

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

    Smoking Den Card 5:
    Mumia Smugglers
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait_
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand_
    Discard this card to explore your location_

    Smoking Den Card 6:
    Cure
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

    Smoking Den Card 7:
    Staff of Focus
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1_
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

    Smoking Den Card 8:
    Staff of Focus
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1_
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

    Smoking Den Card 9:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite To Acquire:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

    Smoking Den Card 10:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Celeste/k012857, None

    Warehouse Card 1:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic To Acquire:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

    Warehouse Card 2:
    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite To Acquire:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits_
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_

    Warehouse Card 3:
    Enchanter
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran To Acquire:
    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_

    Warehouse Card 4:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic To Acquire:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_

    Warehouse Card 5:
    Alchemical Gas
    Barrier B
    Traits:
    Obstacle
    Acid
    Elite To Acquire:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to the location deck_
    If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

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

    Warehouse Card 7:
    Healer's Kit
    Item B
    Traits:
    Tool
    Healing To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_

    Warehouse Card 8:
    Noxious Bomb
    Item B
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

    Warehouse Card 9:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dye Market Card 1:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran To Acquire:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Dye Market Card 2:
    Fire Lance
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

    Dye Market Card 3:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm To Acquire:
    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_

    Dye Market Card 4:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_

    Dye Market Card 5:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic To Acquire:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

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

    Dye Market Card 7:
    Acid Flask
    Item C
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 8:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 9:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dye Market Card 10:
    The Third Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite To Acquire:
    None
    When you examine this card, encounter it_
    Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_

    Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Glmry, None

    Tarworks Card 1:
    Aunty
    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_

    Tarworks Card 2:
    Poison Spiked Pit Trap
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran To Acquire:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number_
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn_

    Tarworks Card 3:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Tarworks Card 4:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Tarworks Card 5:
    Mummified Cat
    Item 1
    Traits:
    Object
    Magic
    Mummy To Acquire:
    Wisdom
    Survival
    Divine 6
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0_
    Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it_

    Tarworks Card 6:
    Shield Cloak
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
    Recharge this card to reduce all damage dealt to you by 3_ If proficient with light armors, you may also play another armor on this check_

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

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

    Tarworks Card 9:
    The Evil Eye
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran To Acquire:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

    Tarworks Card 10:
    Shock Toad
    Monster B
    Traits:
    Animal
    Electricity
    Basic To Acquire:
    Combat 6
    The Shock Toad is immune to the Electricity trait_
    Before you act, the Shocker Toad deals 1 Electricity damage to each character at your location_

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    Dilapidated Plaza Card 2:
    Returning Throwing Axe +1
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

    Dilapidated Plaza Card 3:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

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

    Dilapidated Plaza Card 5:
    Malfunctioning Deathtrap
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic To Acquire:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_

    Dilapidated Plaza Card 6:
    Bonecrusher Wizard
    Monster B
    Traits:
    Trigger
    Bonecrusher
    Wizard
    Elite To Acquire:
    Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3_
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you_

    Dilapidated Plaza Card 7:
    Good Omen
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

    Dilapidated Plaza Card 8:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic To Acquire:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

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

    Dilapidated Plaza Card 10:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_


    Celeste still needs to choose a starting location; I put her at the Warehouse randomly but you can pick wherever you'd like.

    There's also an issue with the turn order not displaying properly yet. I believe you're currently in this order: Celeste - Enora - Oloch - Aric. If anyone has specific requests for turn order I can change them.


    M American Nerd 3/Cleric 1
    Celeste wrote:

    Hand: Acadamae Student, Sage's Journal, Amadi, Force Missile, Blessing of the Ancients, Blessing of the Gods B,

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

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6
    Proficient with: None
    Powers:
    <Power 1> I may discard a card to add 1d8 and the Melee and Poison traits to my combat check
    <Power 2> I automatically succeed at my check to recharge a spell that has the Arcane trait
    <Power 3> At the end of my turn, I may recharge a card to exame the top card of another location deck
    <Power 4>
    <Power 5>

    I'll take the Warehouse, since I was tardy getting started.

    I will encounter the Hyena. Combat 9.

    I will use Force missile: 1d10 + 2d4 + 2 ⇒ (6) + (1, 4) + 2 = 13

    Hyena is dead, but within 7. I autorecharge the Force Missile.

    I will end my turn.

    Celeste wrote:

    Hand: Acadamae Student, Sage's Journal, Amadi, Acid Jet, Blessing of the Ancients, Blessing of the Gods B,

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

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6
    Proficient with: None
    Powers:
    <Power 1> I may discard a card to add 1d8 and the Melee and Poison traits to my combat check
    <Power 2> I automatically succeed at my check to recharge a spell that has the Arcane trait
    <Power 3> At the end of my turn, I may recharge a card to exame the top card of another location deck
    <Power 4>
    <Power 5>


    Normally I won't need to update between every turn - you can open the next spoiler in the blessings deck list and go on to the next turn. But I'm still getting used to the system so the practice is helpful.

    During This Adventure: The scourge die is 1d4+1.

    When creating the blessings deck, replace 1 blessing with the support card Liberty's Edge Favor.

    If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

    After you acquire an ally, you may immediately attempt to close your location.

    To win, close all locations.

    Turn: 2, Enora/Eslibedesh

    Scourge Table:

    1-2. 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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 28

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 0
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 1
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 2
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to a check if a spell was played during that check_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 3
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 4
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 5
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 6
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 7
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 8
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 9
    Blessing of the Ancients
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 10
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 11
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 12
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 13
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 14
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 15
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 16
    Liberty's Edge Favor
    Favor 1
    Traits:
    When you discard this card from the blessings deck, draw an ally from the box.~While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
    Spoiler:
    Blessings Deck Card 17
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 18
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 19
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 20
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to any check to defeat a barrier_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 21
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 22
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to a check if a spell was played during that check_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 23
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 24
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card 25
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 26
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 27
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
    Located/Displayed Here: Enora/Eslibedesh,

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

    Precinct of Left Eyes Card 2:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Precinct of Left Eyes Card 3:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran To Acquire:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_

    Precinct of Left Eyes Card 4:
    Spelldagger
    Weapon C
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_

    Precinct of Left Eyes Card 5:
    Toxic Geyser
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran To Acquire:
    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_

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

    Precinct of Left Eyes Card 7:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite To Acquire:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    Precinct of Left Eyes Card 8:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
    Bury this card to explore your location_

    Precinct of Left Eyes Card 9:
    Feather of Maat
    Item B
    Traits:
    Object
    Magic
    Maat To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check_
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result_

    Precinct of Left Eyes Card 10:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
    Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Aric/dinketry,

    Smoking Den Card 1:
    Coffer Corpse
    Monster 1
    Traits:
    Undead To Acquire:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits_
    If undefeated, move to a random location_

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

    Smoking Den Card 3:
    Ubashki
    Ally B
    Traits:
    Undead
    Mummy To Acquire:
    Bury a card
    Recharge this card to reduce damage dealt to you by 2_
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
    Discard this card to explore your location_

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

    Smoking Den Card 5:
    Mumia Smugglers
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait_
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand_
    Discard this card to explore your location_

    Smoking Den Card 6:
    Cure
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

    Smoking Den Card 7:
    Staff of Focus
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1_
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

    Smoking Den Card 8:
    Staff of Focus
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1_
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

    Smoking Den Card 9:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite To Acquire:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

    Smoking Den Card 10:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Celeste/k012857,

    Warehouse Card 1:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Warehouse Card 2:
    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite To Acquire:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits_
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_

    Warehouse Card 3:
    Enchanter
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran To Acquire:
    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_

    Warehouse Card 4:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic To Acquire:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_

    Warehouse Card 5:
    Alchemical Gas
    Barrier B
    Traits:
    Obstacle
    Acid
    Elite To Acquire:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to the location deck_
    If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

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

    Warehouse Card 7:
    Healer's Kit
    Item B
    Traits:
    Tool
    Healing To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_

    Warehouse Card 8:
    Noxious Bomb
    Item B
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

    Warehouse Card 9:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dye Market Card 1:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran To Acquire:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Dye Market Card 2:
    Fire Lance
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

    Dye Market Card 3:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm To Acquire:
    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_

    Dye Market Card 4:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_

    Dye Market Card 5:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic To Acquire:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

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

    Dye Market Card 7:
    Acid Flask
    Item C
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 8:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 9:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dye Market Card 10:
    The Third Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite To Acquire:
    None
    When you examine this card, encounter it_
    Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_

    Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Glmry,

    Tarworks Card 1:
    Aunty
    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_

    Tarworks Card 2:
    Poison Spiked Pit Trap
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran To Acquire:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number_
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn_

    Tarworks Card 3:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Tarworks Card 4:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Tarworks Card 5:
    Mummified Cat
    Item 1
    Traits:
    Object
    Magic
    Mummy To Acquire:
    Wisdom
    Survival
    Divine 6
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0_
    Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it_

    Tarworks Card 6:
    Shield Cloak
    Armor 1
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic To Acquire:
    Intelligence
    Knowledge 8
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
    Recharge this card to reduce all damage dealt to you by 3_ If proficient with light armors, you may also play another armor on this check_

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

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

    Tarworks Card 9:
    The Evil Eye
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran To Acquire:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

    Tarworks Card 10:
    Shock Toad
    Monster B
    Traits:
    Animal
    Electricity
    Basic To Acquire:
    Combat 6
    The Shock Toad is immune to the Electricity trait_
    Before you act, the Shocker Toad deals 1 Electricity damage to each character at your location_
    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    Dilapidated Plaza Card 2:
    Returning Throwing Axe +1
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

    Dilapidated Plaza Card 3:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

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

    Dilapidated Plaza Card 5:
    Malfunctioning Deathtrap
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic To Acquire:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_

    Dilapidated Plaza Card 6:
    Bonecrusher Wizard
    Monster B
    Traits:
    Trigger
    Bonecrusher
    Wizard
    Elite To Acquire:
    Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3_
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you_

    Dilapidated Plaza Card 7:
    Good Omen
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

    Dilapidated Plaza Card 8:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic To Acquire:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

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

    Dilapidated Plaza Card 10:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_


    Enora's Deck Handler

    Beginning of Turn - Reveal Blessing of the Ancients from the blessing deck.

    Exploring the Precinct of Left Eyes reveals a Blessing of the Ancients.

    Divine 3: 1d4 ⇒ 4

    Blessing of Ancients acquired.

    Use Blessing of the Ancients to examine the top of location.

    Assuming Adventure Deck 1?

    Lurking Spy TRIGGER! Ignore the Before you act power and encounter.

    Discard Electrified Web to use Charisma for Combat check power.
    Recharge Blessing of the Spellbound to add 1 die to Arcane checks.

    Combat 11 + 2: 2d10 + 1d6 ⇒ (9, 3) + (1) = 13

    Lurking Spy has been defeated.

    Drawing up and ending turn.

    Enora wrote:

    Hand: Bit of Luck , Blessing of the Spellbound 1, Fire Snake, Bestiary Of Garund, Mind Thrust, Flame Staff,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6
    Proficient with: None
    Powers:
    On Your check to acquire a boon that has the Magic trait, you may discard({ } or recharge) a card that has the magic trait to add 1d8
    After you play a spell, you may recharge another random spell from your discard pile.
    For your combat check, you may discard a spell( { } or a boon that has the Magic Trait) to use your charisma skill + 1d6 ({ } 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.


    Oloch Deck Handler

    Beginning of Turn - Reveal Blessing of the Ancients

    The smells, the sounds. It all feels familiar, but distant. I encounter a lady sits quietly against the wall staring at me suspiciously. There is something familiar in her demeanor.

    Encounter Aunty. Using Divine.
    Ask Enora to Recharge Blessing of the Spellbound

    Divine 8: 2d8 + 2 ⇒ (2, 2) + 2 = 6

    Bah. Just another ungrateful human. Let her rot in this place.

    Ending Turn. Arghh. The fake dice hate me as much as the real dice do.

    Feel Free to display my Armor for a +1 on any check if you need it.

    Oloch wrote:

    Hand: Chain Mail, Heavy Pick, Magic Weapon, Divine Favor

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Melee: Strength +1
    Dexterity d4 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Fortitude: Constitution +3
    Intelligence d4 [ ] +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Divine: Wisdom +2
    Charisma d6 [ ] +1

    Favored Card: Armor
    Hand Size: 4 [ ] 5
    Proficient With: Light Armors, Heavy Armors, Weapons

    POWERS:
    When another characther attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (2) to the check. Return the displayed cards to your hand before you reset it (and at the start of your turn)
    Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1(+2) random cards from her discard pile into her deck, then discard the card you revealed.


    During This Adventure: The scourge die is 1d4+1.

    When creating the blessings deck, replace 1 blessing with the support card Liberty's Edge Favor.

    If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

    After you acquire an ally, you may immediately attempt to close your location.

    To win, close all locations.
    Additional Rules: Adventure Deck number: 1
    Turn: 4, Aric/dinketry

    Scourge Table:

    1-2. 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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 26

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card -2
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to a check if a spell was played during that check_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card -1
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 0
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 1
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 2
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 3
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 4
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 5
    Blessing of the Ancients
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 6
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 7
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 8
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 9
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 10
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 11
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 12
    Liberty's Edge Favor
    Favor 1
    Traits:
    When you discard this card from the blessings deck, draw an ally from the box.~While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
    Spoiler:
    Blessings Deck Card 13
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 14
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 15
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 16
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to any check to defeat a barrier_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 17
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 18
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to a check if a spell was played during that check_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 19
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 20
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card 21
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 22
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 23
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Enora/Eslibedesh

    Precinct of Left Eyes Card 1:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran To Acquire:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_

    Precinct of Left Eyes Card 2:
    Spelldagger
    Weapon C
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_

    Precinct of Left Eyes Card 3:
    Toxic Geyser
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran To Acquire:
    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_

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

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

    Precinct of Left Eyes Card 6:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
    Bury this card to explore your location_

    Precinct of Left Eyes Card 7:
    Feather of Maat
    Item B
    Traits:
    Object
    Magic
    Maat To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check_
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result_

    Precinct of Left Eyes Card 8:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
    Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Aric/dinketry,

    Smoking Den Card 1:
    Coffer Corpse
    Monster 1
    Traits:
    Undead To Acquire:
    Combat 8
    THEN Combat 10
    The Coffer Corpse is immune to the Mental and Poison traits_
    If undefeated, move to a random location_

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

    Smoking Den Card 3:
    Ubashki
    Ally B
    Traits:
    Undead
    Mummy To Acquire:
    Bury a card
    Recharge this card to reduce damage dealt to you by 2_
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
    Discard this card to explore your location_

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

    Smoking Den Card 5:
    Mumia Smugglers
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait_
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand_
    Discard this card to explore your location_

    Smoking Den Card 6:
    Cure
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

    Smoking Den Card 7:
    Staff of Focus
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1_
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

    Smoking Den Card 8:
    Staff of Focus
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1_
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

    Smoking Den Card 9:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite To Acquire:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

    Smoking Den Card 10:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Celeste/k012857,

    Warehouse Card 1:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Warehouse Card 2:
    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite To Acquire:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits_
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_

    Warehouse Card 3:
    Enchanter
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran To Acquire:
    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_

    Warehouse Card 4:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic To Acquire:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_

    Warehouse Card 5:
    Alchemical Gas
    Barrier B
    Traits:
    Obstacle
    Acid
    Elite To Acquire:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to the location deck_
    If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

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

    Warehouse Card 7:
    Healer's Kit
    Item B
    Traits:
    Tool
    Healing To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_

    Warehouse Card 8:
    Noxious Bomb
    Item B
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

    Warehouse Card 9:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dye Market Card 1:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran To Acquire:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Dye Market Card 2:
    Fire Lance
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

    Dye Market Card 3:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm To Acquire:
    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_

    Dye Market Card 4:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_

    Dye Market Card 5:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic To Acquire:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

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

    Dye Market Card 7:
    Acid Flask
    Item C
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 8:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 9:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dye Market Card 10:
    The Third Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite To Acquire:
    None
    When you examine this card, encounter it_
    Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_

    Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Glmry,

    Tarworks Card 1:
    Poison Spiked Pit Trap
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran To Acquire:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number_
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn_

    Tarworks Card 2:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Tarworks Card 3:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Tarworks Card 4:
    Mummified Cat
    Item 1
    Traits:
    Object
    Magic
    Mummy To Acquire:
    Wisdom
    Survival
    Divine 6
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0_
    Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it_

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

    Tarworks Card 6:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic To Acquire:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Tarworks Card 7:
    Holy Water Grenade
    Item B
    Traits:
    Liquid
    Magic
    Divine
    Basic To Acquire:
    Wisdom
    Divine 6
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait_
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_

    Tarworks Card 8:
    The Evil Eye
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran To Acquire:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

    Tarworks Card 9:
    Shock Toad
    Monster B
    Traits:
    Animal
    Electricity
    Basic To Acquire:
    Combat 6
    The Shock Toad is immune to the Electricity trait_
    Before you act, the Shocker Toad deals 1 Electricity damage to each character at your location_

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    Dilapidated Plaza Card 2:
    Returning Throwing Axe +1
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

    Dilapidated Plaza Card 3:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

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

    Dilapidated Plaza Card 5:
    Malfunctioning Deathtrap
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic To Acquire:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_

    Dilapidated Plaza Card 6:
    Bonecrusher Wizard
    Monster B
    Traits:
    Trigger
    Bonecrusher
    Wizard
    Elite To Acquire:
    Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3_
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you_

    Dilapidated Plaza Card 7:
    Good Omen
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

    Dilapidated Plaza Card 8:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic To Acquire:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

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

    Dilapidated Plaza Card 10:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_


    Deck Handler for Aric/RedRaven - Dinketry

    Beginning of Turn - Reveal Blessing of Pharasma

    Aric heads down into the cellar of the Smoking Den.

    "Yes, what? Hunting a rare tabac requires a thorough search, no matter how dark the cellar..."

    And what better place to find a hidden accomplice...

    Ahhh! A Coffer Corpse!
    Displaying and discarding my Punching Dagger. @Celeste: would you discard your Blessing of the Ancients for me? Displaying Oloch's weapon.
    Combat #1 (8): 1d6 + 1d6 + 1d4 + 1d4 + 1 ⇒ (2) + (1) + (3) + (1) + 1 = 8

    "Ahhh! It's still alive!"

    Displaying and discarding my Rapier. @Oloch, would you cast Divine Favor for me? Displaying Oloch's weapon.
    Combat #2 (10+4): 1d6 + 2d4 + 1d4 + 1d4 + 1 ⇒ (5) + (3, 2) + (4) + (3) + 1 = 18

    Oh my goodness. What a mess...Okeno is not for the faint of heart, it would seem. Nor possibly for Aric. It might be more appropriate for the Red Raven!

    "Oh look, perhaps this is a clue to the whereabouts of my fellow accomplices?"

    Recharge Magnifying Glass to examine the top card of the deck.
    Reveal Burning Tar obstacle.

    "Ack! Is this what Okeno calls tabac? Burning pitch?! This place is barbaric."

    Shuffle deck of the Smoking Den using Magnifying Glass optional power. @GM: would you please shuffle the Smoking Den?

    I will recharge my hand and stop the madness.

    Aric wrote:

    Hand: Mancatcher, Signal Whistle, Blessing of the Spy 1, Blessing of the Ancients, Flawless Monocle, Silver Balladeer,

    Displayed: Aric
    Deck: 7 Discard: 2 Buried: 0 Hand Size: 6
    Notes:
    Sideboard cards: Masque, Clockwork Spy, Patrician's Armor

    Skills and Powers:
    SKILLS

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

    Favored Card: None
    Hand Size 6 [ ] 7
    Proficient with: None
    Powers:
    At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.


    Deck Handler for Aric/RedRaven - Dinketry

    Aric realises that he only imagined smelling and seeing burning tar.

    "This smoking den employs strange forms of the pipe-weed. I think I'm seeing things, what?" he says to no one in particular.

    Oops. No reshuffle. Didn't see the next card in the deck; nope, I didn't.


    Mistakes like that happen to the best of us. I'm still going to shuffle the location, to save you the stress of trying to forget what you saw. ;)

    During This Adventure: The scourge die is 1d4+1.

    When creating the blessings deck, replace 1 blessing with the support card Liberty's Edge Favor.

    If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

    After you acquire an ally, you may immediately attempt to close your location.

    To win, close all locations.
    Additional Rules: Adventure Deck number: 1
    Turn: 5, Celeste/k012857

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 25

    Blessings Deck

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

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Enora/Eslibedesh,

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

    Precinct of Left Eyes Card 2:
    Toxic Geyser
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran To Acquire:
    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_

    Precinct of Left Eyes Card 3:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
    Bury this card to explore your location_

    Precinct of Left Eyes Card 4:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran To Acquire:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_

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

    Precinct of Left Eyes Card 6:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
    Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_

    Precinct of Left Eyes Card 7:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite To Acquire:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    Precinct of Left Eyes Card 8:
    Spelldagger
    Weapon C
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_

    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: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Aric/dinketry,

    Smoking Den Card 1:
    Staff of Focus
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1_
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

    Smoking Den Card 2:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Smoking Den Card 3:
    Mumia Smugglers
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait_
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand_
    Discard this card to explore your location_

    Smoking Den Card 4:
    Ubashki
    Ally B
    Traits:
    Undead
    Mummy To Acquire:
    Bury a card
    Recharge this card to reduce damage dealt to you by 2_
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
    Discard this card to explore your location_

    Smoking Den Card 5:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic To Acquire:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

    Smoking Den Card 6:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite To Acquire:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

    Smoking Den Card 7:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

    Smoking Den Card 8:
    Cure
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

    Smoking Den Card 9:
    Staff of Focus
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1_
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Celeste/k012857,

    Warehouse Card 1:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Warehouse Card 2:
    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite To Acquire:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits_
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_

    Warehouse Card 3:
    Enchanter
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran To Acquire:
    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_

    Warehouse Card 4:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic To Acquire:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_

    Warehouse Card 5:
    Alchemical Gas
    Barrier B
    Traits:
    Obstacle
    Acid
    Elite To Acquire:
    Intelligence
    Disable
    Craft 7
    If undefeated, display this barrier next to the location deck_
    If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

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

    Warehouse Card 7:
    Healer's Kit
    Item B
    Traits:
    Tool
    Healing To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_

    Warehouse Card 8:
    Noxious Bomb
    Item B
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

    Warehouse Card 9:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dye Market Card 1:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran To Acquire:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Dye Market Card 2:
    Fire Lance
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

    Dye Market Card 3:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm To Acquire:
    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_

    Dye Market Card 4:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_

    Dye Market Card 5:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic To Acquire:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

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

    Dye Market Card 7:
    Acid Flask
    Item C
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 8:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 9:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dye Market Card 10:
    The Third Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite To Acquire:
    None
    When you examine this card, encounter it_
    Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_

    Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 2 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Glmry,

    Tarworks Card 1:
    Poison Spiked Pit Trap
    Barrier 1
    Traits:
    Trap
    Poison
    Veteran To Acquire:
    Wisdom
    Perception 8
    OR Dexterity
    Acrobatics 10
    The difficulty to defeat is increased by the scenario's adventure deck number_
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn_

    Tarworks Card 2:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Tarworks Card 3:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Tarworks Card 4:
    Mummified Cat
    Item 1
    Traits:
    Object
    Magic
    Mummy To Acquire:
    Wisdom
    Survival
    Divine 6
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0_
    Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it_

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

    Tarworks Card 6:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic To Acquire:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Tarworks Card 7:
    Holy Water Grenade
    Item B
    Traits:
    Liquid
    Magic
    Divine
    Basic To Acquire:
    Wisdom
    Divine 6
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait_
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_

    Tarworks Card 8:
    The Evil Eye
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran To Acquire:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

    Tarworks Card 9:
    Shock Toad
    Monster B
    Traits:
    Animal
    Electricity
    Basic To Acquire:
    Combat 6
    The Shock Toad is immune to the Electricity trait_
    Before you act, the Shocker Toad deals 1 Electricity damage to each character at your location_

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    Dilapidated Plaza Card 2:
    Returning Throwing Axe +1
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

    Dilapidated Plaza Card 3:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

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

    Dilapidated Plaza Card 5:
    Malfunctioning Deathtrap
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic To Acquire:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_

    Dilapidated Plaza Card 6:
    Bonecrusher Wizard
    Monster B
    Traits:
    Trigger
    Bonecrusher
    Wizard
    Elite To Acquire:
    Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3_
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you_

    Dilapidated Plaza Card 7:
    Good Omen
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

    Dilapidated Plaza Card 8:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic To Acquire:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

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

    Dilapidated Plaza Card 10:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_


    M American Nerd 3/Cleric 1

    I explore. Ach! Lurking Spy. I receive Curse of Poisoning.

    I require a Combat 13 to succeed.

    I will cast Acid Jet (Arcane + 1d6), I will discard my blessing to add another d10, and recharge the Acadamae Student.

    Acid Jet, Blessing, and Acadamae student: 1d10 + 2 + 1d6 + 1d10 + 1d4 ⇒ (3) + 2 + (5) + (1) + (2) = 13

    OMG! I just barely squeezed by.

    I end my turn.

    I draw back up, and am forced to recharge card 1d6 ⇒ 3, which is Amadi

    Celeste wrote:

    Hand: Blessing of the Elements, Sage's Journal, Steal Book, Dazzle, Detect Magic,

    Displayed:
    Deck: 8 Discard: 2 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6
    Proficient with: None


    Powers::

    <Power 1> I may discard a card to add 1d8 and the Melee and Poison traits to my combat check
    <Power 2> I automatically succeed at my check to recharge a spell that has the Arcane trait
    <Power 3> At the end of my turn, I may recharge a card to exame the top card of another location deck
    <Power 4>
    <Power 5>


    Enora's Deck Handler

    I will recharge my Blessing of the Spellbound for Oloch

    Reveal Top of Blessing Deck: Blessing of Bastet

    Exploring the Precinct of Left Eyes reveals Baited Jewel Box

    This box looks outside my meager lockpicking skills
    Disable 7: 1d4 ⇒ 4

    I'll just leave it be and rest.

    Barrier is undefeated, but nothing bad happens. Weird barrier. @GM Please shuffle my location.

    Enora wrote:

    Hand: Bit of Luck , Fire Snake, Bestiary Of Garund, Mind Thrust, Flame Staff, Acid Splash,

    Displayed:
    Deck: 8 Discard: 1 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6
    Proficient with: None
    Powers:
    On Your check to acquire a boon that has the Magic trait, you may discard({ } or recharge) a card that has the magic trait to add 1d8
    After you play a spell, you may recharge another random spell from your discard pile.
    For your combat check, you may discard a spell( { } or a boon that has the Magic Trait) to use your charisma skill + 1d6 ({ } 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.


    Oloch Deck Handler

    I hear the sounds of combat in the distance and see Aric in need of support. I quickly cast Magic Weapon on his Rapier, may Gorum guide his strike true.

    Recharge Divine 6: 1d8 + 2 ⇒ (1) + 2 = 3

    Reveal Blessing of the Ancients from the Blessing Deck

    Gorum has forsaken me! What have I done to incur his wrath?!

    I will continue to trudge through these Tarworks in hopes to regain his favor.

    Hmm. Those leaves look a little suspicious, may Gorum guide my steps.

    @Alric please recharge your Blessing of the Ancients. With my luck so far, that's probably not going to help.

    Wisdom 9: 2d8 ⇒ (1, 8) = 9

    AHA! I knew there was a trap there. I could feel the blessings of the Ancients course through me.

    Hmm. Somebody left an Armored Kilt lying here, probably the latest victim of that trap.

    Fortitide 5: 1d8 + 3 ⇒ (4) + 3 = 7

    Yes, this fits me fine. You never know what danger lurks in here.

    Feel free to display the Heavy Pick if need be for +1, but please leave the Divine Favor

    Oloch wrote:

    Hand: Chain Mail, Divine Favor, Armored Kilt , Heavy Pick

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Melee: Strength +1
    Dexterity d4 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Fortitude: Constitution +3
    Intelligence d4 [ ] +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Divine: Wisdom +2
    Charisma d6 [ ] +1

    Favored Card: Armor
    Hand Size: 4 [ ] 5
    Proficient With: Light Armors, Heavy Armors, Weapons

    POWERS:
    When another characther attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (2) to the check. Return the displayed cards to your hand before you reset it (and at the start of your turn)
    Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1(+2) random cards from her discard pile into her deck, then discard the card you revealed.


    During This Adventure: The scourge die is 1d4+1.

    When creating the blessings deck, replace 1 blessing with the support card Liberty's Edge Favor.

    If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

    After you acquire an ally, you may immediately attempt to close your location.

    To win, close all locations.

    Additional Rules: Adventure Deck number: 1

    Turn: 8, Aric/dinketry

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 22

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 2
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 3
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 4
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 5
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 6
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 7
    Blessing of the Ancients
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 8
    Liberty's Edge Favor
    Favor 1
    Traits:
    When you discard this card from the blessings deck, draw an ally from the box.~While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
    Spoiler:
    Blessings Deck Card 9
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 10
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 11
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 12
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to any check to defeat a barrier_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 13
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 14
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 15
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 16
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 17
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 18
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 19
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 20
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to a check if a spell was played during that check_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 21
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 22
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Enora/Eslibedesh,

    Precinct of Left Eyes Card 1:
    Toxic Geyser
    Barrier B
    Traits:
    Trap
    Acid
    Fire
    Poison
    Veteran To Acquire:
    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_

    Precinct of Left Eyes Card 2:
    Feather of Maat
    Item B
    Traits:
    Object
    Magic
    Maat To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check_
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result_

    Precinct of Left Eyes Card 3:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran To Acquire:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_

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

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

    Precinct of Left Eyes Card 6:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
    Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_

    Precinct of Left Eyes Card 7:
    Spelldagger
    Weapon C
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_

    Precinct of Left Eyes Card 8:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite To Acquire:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    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: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Aric/dinketry,

    Smoking Den Card 1:
    Staff of Focus
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1_
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

    Smoking Den Card 2:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Smoking Den Card 3:
    Mumia Smugglers
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait_
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand_
    Discard this card to explore your location_

    Smoking Den Card 4:
    Ubashki
    Ally B
    Traits:
    Undead
    Mummy To Acquire:
    Bury a card
    Recharge this card to reduce damage dealt to you by 2_
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
    Discard this card to explore your location_

    Smoking Den Card 5:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic To Acquire:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

    Smoking Den Card 6:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite To Acquire:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

    Smoking Den Card 7:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

    Smoking Den Card 8:
    Cure
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

    Smoking Den Card 9:
    Staff of Focus
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1_
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Celeste/k012857,

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

    Warehouse Card 2:
    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite To Acquire:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits_
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_

    Warehouse Card 3:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic To Acquire:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_

    Warehouse Card 4:
    Enchanter
    Monster C
    Traits:
    Human
    Sorcerer
    Veteran To Acquire:
    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_

    Warehouse Card 5:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

    Warehouse Card 6:
    Noxious Bomb
    Item B
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

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

    Warehouse Card 8:
    Healer's Kit
    Item B
    Traits:
    Tool
    Healing To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dye Market Card 1:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran To Acquire:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Dye Market Card 2:
    Fire Lance
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

    Dye Market Card 3:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm To Acquire:
    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_

    Dye Market Card 4:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_

    Dye Market Card 5:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic To Acquire:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

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

    Dye Market Card 7:
    Acid Flask
    Item C
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 8:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 9:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dye Market Card 10:
    The Third Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite To Acquire:
    None
    When you examine this card, encounter it_
    Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_

    Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Glmry,

    Tarworks Card 1:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Tarworks Card 2:
    Mummified Cat
    Item 1
    Traits:
    Object
    Magic
    Mummy To Acquire:
    Wisdom
    Survival
    Divine 6
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0_
    Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it_

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

    Tarworks Card 4:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic To Acquire:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Tarworks Card 5:
    Holy Water Grenade
    Item B
    Traits:
    Liquid
    Magic
    Divine
    Basic To Acquire:
    Wisdom
    Divine 6
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait_
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_

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

    Tarworks Card 7:
    Shock Toad
    Monster B
    Traits:
    Animal
    Electricity
    Basic To Acquire:
    Combat 6
    The Shock Toad is immune to the Electricity trait_
    Before you act, the Shocker Toad deals 1 Electricity damage to each character at your location_

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    Dilapidated Plaza Card 2:
    Returning Throwing Axe +1
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

    Dilapidated Plaza Card 3:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran To Acquire:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

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

    Dilapidated Plaza Card 5:
    Malfunctioning Deathtrap
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic To Acquire:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_

    Dilapidated Plaza Card 6:
    Bonecrusher Wizard
    Monster B
    Traits:
    Trigger
    Bonecrusher
    Wizard
    Elite To Acquire:
    Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3_
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you_

    Dilapidated Plaza Card 7:
    Good Omen
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

    Dilapidated Plaza Card 8:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic To Acquire:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

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

    Dilapidated Plaza Card 10:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_


    Deck Handler for Aric/RedRaven - Dinketry

    Celeste (@IraKroll), I need you to discard your Blessing of the Ancients for me, please, from my last turn.


    Oloch Deck Handler

    @Aric He doesn't have a Blessing of the Ancients in hand. He has a Blessing of Elements. Both his blessings from his previous hand are gone. His first turn he had a BoA and BoG, and now has 2 cards in his Discard pile. I assume the BoG(He Used) and BoA(You Used) from his posts. Am I missing something?

    You do bring up a good point though, it's probably best to get in the habit of at least acknowledging in your post you heeded the calls for help.


    M American Nerd 3/Cleric 1
    Oloch - Gimry wrote:

    <snip> I assume the BoG(He Used) and BoA(You Used) from his posts. Am I missing something?

    You do bring up a good point though, it's probably best to get in the habit of at least acknowledging in your post you heeded the calls for help.

    You assume correctly. I will acknowledge the uses in the future.


    Now with some random cards. I can add more types if they start coming up.

    During This Adventure: The scourge die is 1d4+1.

    When creating the blessings deck, replace 1 blessing with the support card Liberty's Edge Favor.

    If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

    After you acquire an ally, you may immediately attempt to close your location.

    To win, close all locations.
    Additional Rules: Adventure Deck number: 1

    Random cards from the box:

    Monster 1
    Spoiler:

    Bonecrusher Hunter
    Monster B
    Traits: Trigger Bonecrusher Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_

    Monster 2
    Spoiler:

    Shock Elemental
    Monster B
    Traits: Elemental Outsider Electricity Basic
    To Defeat: Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_ If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_

    Weapon 1
    Spoiler:

    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_ When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

    Weapon 2
    Spoiler:

    Galvanic Chakram +1
    Weapon 1
    Traits: Knife Ranged Slashing Electricity Magic Elite
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6_ If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_ If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check_

    Item 1
    Spoiler:

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

    Item 2
    Spoiler:

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


    Turn: 8, Aric/dinketry

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 22

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 2
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 3
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 4
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 5
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 6
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 7
    Blessing of the Ancients
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 8
    Liberty's Edge Favor
    Favor 1
    Traits:
    When you discard this card from the blessings deck, draw an ally from the box.~While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
    Spoiler:
    Blessings Deck Card 9
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 10
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 11
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 12
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to any check to defeat a barrier_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 13
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 14
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 15
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 16
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 17
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 18
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 19
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 20
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to a check if a spell was played during that check_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 21
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 22
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Enora/Eslibedesh,

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

    Precinct of Left Eyes Card 2:
    Feather of Maat
    Item B
    Traits:
    Object
    Magic
    Maat To Acquire:
    Constitution
    Knowledge
    Divine 5
    Recharge this card to add 1 die to your Constitution non-combat check_
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result_

    Precinct of Left Eyes Card 3:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_

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

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

    Precinct of Left Eyes Card 6:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
    Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_

    Precinct of Left Eyes Card 7:
    Spelldagger
    Weapon C
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_

    Precinct of Left Eyes Card 8:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    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: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: Aric/dinketry,

    Smoking Den Card 1:
    Staff of Focus
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1_
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

    Smoking Den Card 2:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Smoking Den Card 3:
    Mumia Smugglers
    Ally B
    Traits:
    Human
    Rogue
    Aspis
    Hireling To Acquire:
    Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your check against a card that has the Alchemical trait_
    Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand_
    Discard this card to explore your location_

    Smoking Den Card 4:
    Ubashki
    Ally B
    Traits:
    Undead
    Mummy To Acquire:
    Bury a card
    Recharge this card to reduce damage dealt to you by 2_
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
    Discard this card to explore your location_

    Smoking Den Card 5:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

    Smoking Den Card 6:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

    Smoking Den Card 7:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

    Smoking Den Card 8:
    Cure
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

    Smoking Den Card 9:
    Staff of Focus
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1_
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Celeste/k012857,

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

    Warehouse Card 2:
    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits_
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_

    Warehouse Card 3:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_

    Warehouse Card 4:
    Enchanter
    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_

    Warehouse Card 5:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

    Warehouse Card 6:
    Noxious Bomb
    Item B
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

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

    Warehouse Card 8:
    Healer's Kit
    Item B
    Traits:
    Tool
    Healing To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dye Market Card 1:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran
    To Defeat:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Dye Market Card 2:
    Fire Lance
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

    Dye Market Card 3:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
    The Ubashki Swarm is immune to the Mental and Poison traits_
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

    Dye Market Card 4:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_

    Dye Market Card 5:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

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

    Dye Market Card 7:
    Acid Flask
    Item C
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 8:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 9:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dye Market Card 10:
    The Third Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it_
    Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_

    Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Glmry,

    Tarworks Card 1:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Tarworks Card 2:
    Mummified Cat
    Item 1
    Traits:
    Object
    Magic
    Mummy To Acquire:
    Wisdom
    Survival
    Divine 6
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0_
    Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it_

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

    Tarworks Card 4:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Tarworks Card 5:
    Holy Water Grenade
    Item B
    Traits:
    Liquid
    Magic
    Divine
    Basic To Acquire:
    Wisdom
    Divine 6
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait_
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_

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

    Tarworks Card 7:
    Shock Toad
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6
    The Shock Toad is immune to the Electricity trait_
    Before you act, the Shocker Toad deals 1 Electricity damage to each character at your location_

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dilapidated Plaza Card 1:
    Malfunctioning Deathtrap
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_

    Dilapidated Plaza Card 2:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dilapidated Plaza Card 3:
    Returning Throwing Axe +1
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

    Dilapidated Plaza Card 4:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    If the check to defeat has the Fire trait, add 1 die_

    Dilapidated Plaza Card 5:
    Bonecrusher Wizard
    Monster B
    Traits:
    Trigger
    Bonecrusher
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3_
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you_

    Dilapidated Plaza Card 6:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

    Dilapidated Plaza Card 7:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

    Dilapidated Plaza Card 8:
    Lightning Storm
    Barrier C
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck_
    While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

    Dilapidated Plaza Card 9:
    Good Omen
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

    Dilapidated Plaza Card 10:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.


    Deck Handler for Aric/RedRaven - Dinketry

    Yup, I must've misread. Thanks!

    "Did someone summon the Red Raven???"

    Using my power to switch to the Red Raven at the top of my turn. I will also swap my Signal Whistle in my hand for my Clockwork Spy in my kit.

    The Red Raven wrote:

    Hand: Mancatcher, Clockwork Spy, Blessing of the Spy 1, Blessing of the Ancients, Flawless Monocle, Silver Balladeer,

    Displayed:
    Deck: 7 Discard: 2 Buried: 0
    Notes:
    Sideboard cards: Masque, Signal Whistle, Patrician's Armor,

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: None
    Hand Size 4 [ ] 5
    Proficient with: Light Armors // Weapons
    Powers:
    At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)

    Flipping the top blessing to find a Blessing of Horus.

    "The Red Raven has found a wondrous staff slipped in between the barrels of pipe-weed in this curious shoppe. What could it all mean?"

    Strength 6 check to Acquire: 1d6 ⇒ 4 FAIL!

    "It matters not! Ha-ha! The Red Raven is a Master Spy and will pierce through all veils to find the truth!"

    Discarding Blessing of the Spy to explore again.

    "Ha-ha! A skulking spy! Let the Red Raven show you how it's done!"

    Recharge Flawless Monocle to avoid the Curse of Poisoning.

    Stealth 9 check to Defeat, Bonus Die from Blessing of the Spy: 1d10 + 1d10 + 2 ⇒ (5) + (7) + 2 = 14 SUCCESS!

    Whew! Exceeded the first check to defeat by 5!

    "I have left the Lurking Spy lost and forlorned, questioning what they even saw! That is the price to pay for tangling talons with....the RED RAVEN! SCREE!"

    And....scene! No need to change my hand - The Red Raven's hand size is 4.

    The Red Raven wrote:

    Hand: Mancatcher, Clockwork Spy, Silver Balladeer, Blessing of the Ancients,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Notes:
    Sideboard cards: Masque, Signal Whistle, Patrician's Armor,

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: None
    Hand Size 4 [ ] 5
    Proficient with: Light Armors // Weapons
    Powers:
    At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


    Aric's blessing on the discard pile was the Blessing of the Ancients. The Blessing of Horus is for the next turn (Celeste's)


    Deck Handler for Aric/RedRaven - Dinketry

    Yes, and at the start of my turn, I flip the top card of the Blessings deck....and if the Blessing of the Ancients was the blessing for my turn, then I would've recharged the Blessing of the Ancients in my hand to explore again. I'm confused. I'm taking this to the Discussion thread.


    Deck Handler for Aric/RedRaven - Dinketry

    "The Red Raven hears the call of the Ancients! I was mistaken! I took it for the call of Horus! The Raven comes to roost!"

    Recharge Blessing of the Ancients to examine top card of Smoking Den.

    "Ah! It's a ne'er-do-well mumia smuggler - a potential friend from a low place! This looks like a job for.....Aric???"

    Replace card on the top of the deck. I'll need to switch back to Aric next turn in order to appropriately address this ally and potentially close the location. End turn and refill my deck.

    The Red Raven wrote:

    Hand: Mancatcher, Clockwork Spy, Silver Balladeer, Psychic Detective,

    Displayed:
    Deck: 8 Discard: 3 Buried: 0
    Notes:
    Sideboard cards: Masque, Signal Whistle, Patrician's Armor,

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Acrobatics: Dexterity +2
    Stealth: Dexterity +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [ ] +1 [ ] +2 [ ] +3
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3
    Perception: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: None
    Hand Size 4 [ ] 5
    Proficient with: Light Armors // Weapons
    Powers:
    At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with Aric's. Then you may exchange a card in your hand with a card in your kit.
    On your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +3.
    At the end of your move step ([ ] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


    M American Nerd 3/Cleric 1

    I turn over the next Blessing/time card

    Next card in the warehouse is... Alchemical Gas

    INT = d8, I need 7 (but not 14). Since it is Acid, I'll recharge Blessing of the Elements to add another d8.

    INT + Blessing: 2d8 ⇒ (5, 6) = 11

    I successfully defeat the barrier.

    Now, I will play Detect Magic to examine the top card in the warehouse. It is Shasalqu. It is neither magic, nor a blessing, nor a trigger. It stays on the top of the deck, and Detect Magic autorecharges.

    At the end of my turn, I am going to recharge Steal Book to examine the top card of the Precinct of Left Eyes. It is a Toxic Geyser (but, not a trigger).

    I draw four cards, and recharge card: 1d6 ⇒ 5

    Celeste wrote:

    Hand: Blessing of the Gods A, Sage's Journal, Appleslayer, Thieves' Tools, Bestiary of Garund,

    Displayed: Curse of Poisoning
    Deck: 8 Discard: 2 Buried: 0
    Notes:
    Sideboard cards:

    Skills:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6
    Proficient with: None


    Powers::

    <Power 1> I may discard a card to add 1d8 and the Melee and Poison traits to my combat check
    <Power 2> I automatically succeed at my check to recharge a spell that has the Arcane trait
    <Power 3> At the end of my turn, I may recharge a card to exame the top card of another location deck
    <Power 4>
    <Power 5>


    Enora's Deck Handler

    I'm not going to worry about the Blessing deck. With only the one Blessing in hand, I think it's probably best to hold it for something more important.

    Thanks to Celeste, I was able to see the Toxic Geyser ahead. I will Banish Bit Of Luck(Didn't realize this was Divine only *sigh*) and play Fire Snake to use my Arcane Skill to pass the geyser.

    Survival(Arcane) 7: 1d10 + 1 ⇒ (10) + 1 = 11

    Bam Perfect 10. Wasted Bit Of Luck.

    Will recharge Electric Web from power.

    Attempt to Recharge Fire Snake

    Recharge 8: 1d10 + 1 ⇒ (2) + 1 = 3

    Oooh. Use Bit Of Luck.

    Recharge 8: 1d10 + 1 ⇒ (3) + 1 = 4

    Discard Fire Snake.

    Draw up and End Turn.

    Enora wrote:

    Hand: Bestiary Of Garund, Mind Thrust, Flame Staff, Acid Splash, Burning Snot , Blessing of the Spellbound 2,

    Displayed:
    Deck: 7 Discard: 1 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6
    Proficient with: None
    Powers:
    On Your check to acquire a boon that has the Magic trait, you may discard({ } or recharge) a card that has the magic trait to add 1d8
    After you play a spell, you may recharge another random spell from your discard pile.
    For your combat check, you may discard a spell( { } or a boon that has the Magic Trait) to use your charisma skill + 1d6 ({ } 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.


    During This Adventure: The scourge die is 1d4+1.

    When creating the blessings deck, replace 1 blessing with the support card Liberty's Edge Favor.

    If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

    After you acquire an ally, you may immediately attempt to close your location.

    To win, close all locations.
    Additional Rules: Adventure Deck number: 1

    Random cards from the box:

    Monster 1
    Spoiler:

    Bonecrusher Hunter
    Monster B
    Traits: Trigger Bonecrusher Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_

    Monster 2
    Spoiler:

    Shock Elemental
    Monster B
    Traits: Elemental Outsider Electricity Basic
    To Defeat: Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_ If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_

    Weapon 1
    Spoiler:

    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_ When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

    Weapon 2
    Spoiler:

    Galvanic Chakram +1
    Weapon 1
    Traits: Knife Ranged Slashing Electricity Magic Elite
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6_ If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_ If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check_

    Item 1
    Spoiler:

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

    Item 2
    Spoiler:

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


    Turn: 11, Oloch/Glmry

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 19

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Aric:
    Spoiler:
    Blessings Deck Card 1
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Celeste:
    Spoiler:
    Blessings Deck Card 2
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Enora:
    Spoiler:
    Blessings Deck Card 3
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Oloch:
    Spoiler:
    Blessings Deck Card 4
    Blessing of the Ancients
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 5
    Liberty's Edge Favor
    Favor 1
    Traits:
    When you discard this card from the blessings deck, draw an ally from the box.~While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
    Spoiler:
    Blessings Deck Card 6
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 7
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 8
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 9
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to any check to defeat a barrier_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 10
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 11
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 12
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 13
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 14
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 15
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 16
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 17
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to a check if a spell was played during that check_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 18
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 19
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Enora/Eslibedesh,

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

    Precinct of Left Eyes Card 2:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_

    Precinct of Left Eyes Card 3:
    Baited Jewel Box
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck_
    The difficulty to defeat is increased by the scenario's adventure deck number_
    If defeated by at least 4, draw an item from the box_
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box_

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

    Precinct of Left Eyes Card 5:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
    Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_

    Precinct of Left Eyes Card 6:
    Spelldagger
    Weapon C
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_

    Precinct of Left Eyes Card 7:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    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: 2 W: 1 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0
    Located/Displayed Here: Aric/dinketry,

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

    Smoking Den Card 2:
    Ubashki
    Ally B
    Traits:
    Undead
    Mummy To Acquire:
    Bury a card
    Recharge this card to reduce damage dealt to you by 2_
    Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
    Discard this card to explore your location_

    Smoking Den Card 3:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

    Smoking Den Card 4:
    Dry Quicksand
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

    Smoking Den Card 5:
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

    Smoking Den Card 6:
    Cure
    Spell C
    Traits:
    Magic
    Divine
    Healing
    Basic To Acquire:
    Wisdom
    Divine 6
    Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

    Smoking Den Card 7:
    Staff of Focus
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee
    Arcane
    Divine 6
    For your combat check, reveal this card to use your Strength + 1d6+1_
    Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check_

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Celeste/k012857,

    Warehouse Card 1 (Shasalqu):
    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits_
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_

    Warehouse Card 2:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_

    Warehouse Card 3:
    Enchanter
    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_

    Warehouse Card 4:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

    Warehouse Card 5:
    Noxious Bomb
    Item B
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

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

    Warehouse Card 7:
    Healer's Kit
    Item B
    Traits:
    Tool
    Healing To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dye Market Card 1:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran
    To Defeat:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Dye Market Card 2:
    Fire Lance
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

    Dye Market Card 3:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
    The Ubashki Swarm is immune to the Mental and Poison traits_
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

    Dye Market Card 4:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_

    Dye Market Card 5:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

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

    Dye Market Card 7:
    Acid Flask
    Item C
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 8:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 9:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dye Market Card 10:
    The Third Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it_
    Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_

    Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Glmry,

    Tarworks Card 1:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.

    Tarworks Card 2:
    Mummified Cat
    Item 1
    Traits:
    Object
    Magic
    Mummy To Acquire:
    Wisdom
    Survival
    Divine 6
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0_
    Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it_

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

    Tarworks Card 4:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Tarworks Card 5:
    Holy Water Grenade
    Item B
    Traits:
    Liquid
    Magic
    Divine
    Basic To Acquire:
    Wisdom
    Divine 6
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait_
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_

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

    Tarworks Card 7:
    Shock Toad
    Monster B
    Traits:
    Animal
    Electricity
    Basic
    To Defeat:
    Combat 6
    The Shock Toad is immune to the Electricity trait_
    Before you act, the Shocker Toad deals 1 Electricity damage to each character at your location_

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dilapidated Plaza Card 1:
    Malfunctioning Deathtrap
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_

    Dilapidated Plaza Card 2:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dilapidated Plaza Card 3:
    Returning Throwing Axe +1
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

    Dilapidated Plaza Card 4:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    If the check to defeat has the Fire trait, add 1 die_

    Dilapidated Plaza Card 5:
    Bonecrusher Wizard
    Monster B
    Traits:
    Trigger
    Bonecrusher
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3_
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you_

    Dilapidated Plaza Card 6:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

    Dilapidated Plaza Card 7:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

    Dilapidated Plaza Card 8:
    Lightning Storm
    Barrier C
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck_
    While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

    Dilapidated Plaza Card 9:
    Good Omen
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

    Dilapidated Plaza Card 10:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.


    Oloch Deck Handler

    As I was focusing on my newfound armor, I was ambushed by the Lurking Spy!

    He hits me with his Curse of Poisoning, such a human thing to do. I ready my Heavy Pick and call on Gorum's Divine Favor to send this thing to his grave.

    Melee 13: 1d12 + 1d6 + 1d4 + 2 ⇒ (5) + (4) + (2) + 2 = 13

    Ah. The glory of battle rages through me!

    Attempt to Recharge Divine Favor

    Divine 7: 1d8 + 2 ⇒ (3) + 2 = 5

    Failed. Discarding Divine Favor and Drawing up.

    Recharge from Curse

    Curse Recharge: 1d4 ⇒ 4

    Recharge Portable Ram and end turn.
    This Curse is going to be painful with only 4 cards. Please avoid displaying my Pick unless it's for a close.

    Oloch wrote:

    Hand: Chain Mail, Armored Kilt , Heavy Pick

    Displayed:
    Deck: 10 Discard: 2 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Melee: Strength +1
    Dexterity d4 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Fortitude: Constitution +3
    Intelligence d4 [ ] +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Divine: Wisdom +2
    Charisma d6 [ ] +1

    Favored Card: Armor
    Hand Size: 4 [ ] 5
    Proficient With: Light Armors, Heavy Armors, Weapons

    POWERS:
    When another characther attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (2) to the check. Return the displayed cards to your hand before you reset it (and at the start of your turn)
    Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1(+2) random cards from her discard pile into her deck, then discard the card you revealed.


    Deck Handler for Aric/RedRaven - Dinketry

    Blessing of Thoth. Change over to Aric from the Red Raven.

    A cold and windy blessing blows from Thoth, leading to a quick change in the cellar and the re-appearance of the rumpled, grumpy form of Aric once more.

    "Yes, what? I seem to have found none of the tabac that I was seeking, fair shopkeep. I will take my leave of your establishment - Wait! Just one second..."

    Encounter Mumia Smuggler.

    "You there, good sir! Do you perhaps have the Ra-forsaken pipeweed I seek?"

    Diplomacy 8 Check: 1d10 + 3 ⇒ (9) + 3 = 12 SUCCESS!

    "Ah-ha, I see, good friend! You don't, but you know who does...?"

    BR, I need a random Ally that lists Diplomacy in its check to acquire, please.


    Random Diplomacy-able Ally:

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


    Deck Handler for Aric/RedRaven - Dinketry

    Encounter Marianix Karn.

    ”Ah yes, your Aspis leader. A pleasure to meet you, Mademoiselle Karn.”

    Diplomacy 9: 1d10 + 3 ⇒ (8) + 3 = 11 SUCCESS!

    ”Oh, charmed you are? Why don’t we leave this tobacconist’s for somewhere private where we can...talk?”

    The Red Raven’s plumes are highly attractive to the Aspis types!

    Close Smoking Den. Acquired Mumia Smuggler and Marianix Karn.


    During This Adventure: The scourge die is 1d4+1.

    When creating the blessings deck, replace 1 blessing with the support card Liberty's Edge Favor.

    If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

    After you acquire an ally, you may immediately attempt to close your location.

    To win, close all locations.
    Additional Rules: Adventure Deck number: 1

    Random cards from the box:

    Monster 1
    Spoiler:

    Bonecrusher Hunter
    Monster B
    Traits: Trigger Bonecrusher Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_

    Monster 2
    Spoiler:

    Shock Elemental
    Monster B
    Traits: Elemental Outsider Electricity Basic
    To Defeat: Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_ If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_

    Weapon 1
    Spoiler:

    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_ When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

    Weapon 2
    Spoiler:

    Galvanic Chakram +1
    Weapon 1
    Traits: Knife Ranged Slashing Electricity Magic Elite
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6_ If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_ If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check_

    Item 1
    Spoiler:

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

    Item 2
    Spoiler:

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


    Turn: 13, Celeste/k012857

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 17

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Enora:
    Spoiler:
    Blessings Deck Card 1
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Oloch:
    Spoiler:
    Blessings Deck Card 2
    Blessing of the Ancients
    Blessing C
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Aric:
    Spoiler:
    Blessings Deck Card 3
    Liberty's Edge Favor
    Favor 1
    Traits:
    When you discard this card from the blessings deck, draw an ally from the box.~While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
    Celeste:
    Spoiler:
    Blessings Deck Card 4
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 5
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 6
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 7
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to any check to defeat a barrier_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 8
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 9
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 10
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 11
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 12
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 13
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 14
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 15
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to a check if a spell was played during that check_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 16
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 17
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Enora/Eslibedesh,

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

    Precinct of Left Eyes Card 2:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_

    Precinct of Left Eyes Card 3:
    Baited Jewel Box
    Barrier B
    Traits:
    Trigger
    Cache
    Lock
    Poison
    Veteran
    To Defeat:
    Disable 6
    OR Craft 8
    When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck_
    The difficulty to defeat is increased by the scenario's adventure deck number_
    If defeated by at least 4, draw an item from the box_
    If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box_

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

    Precinct of Left Eyes Card 5:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
    Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_

    Precinct of Left Eyes Card 6:
    Spelldagger
    Weapon C
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_

    Precinct of Left Eyes Card 7:
    Plague Zombie
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits_
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

    Smoking Den
    Closed
    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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/dinketry,

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Celeste/k012857,

    Warehouse Card 1 (Shasalqu):
    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits_
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_

    Warehouse Card 2:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_

    Warehouse Card 3:
    Enchanter
    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_

    Warehouse Card 4:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

    Warehouse Card 5:
    Noxious Bomb
    Item B
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

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

    Warehouse Card 7:
    Healer's Kit
    Item B
    Traits:
    Tool
    Healing To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dye Market Card 1:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran
    To Defeat:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Dye Market Card 2:
    Fire Lance
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

    Dye Market Card 3:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
    The Ubashki Swarm is immune to the Mental and Poison traits_
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

    Dye Market Card 4:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_

    Dye Market Card 5:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

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

    Dye Market Card 7:
    Acid Flask
    Item C
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 8:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 9:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dye Market Card 10:
    The Third Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it_
    Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_

    Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Oloch/Glmry,

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

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

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

    Tarworks Card 4:
    Holy Water Grenade
    Item B
    Traits:
    Liquid
    Magic
    Divine
    Basic To Acquire:
    Wisdom
    Divine 6
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait_
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_

    Tarworks Card 5:
    The Evil Eye
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

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

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dilapidated Plaza Card 1:
    Malfunctioning Deathtrap
    Barrier B
    Traits:
    Trigger
    Trap
    Magic
    Electricity
    Basic
    To Defeat:
    Dexterity
    Stealth
    Disable
    Intelligence 5
    When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card_
    If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand_

    Dilapidated Plaza Card 2:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dilapidated Plaza Card 3:
    Returning Throwing Axe +1
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

    Dilapidated Plaza Card 4:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    If the check to defeat has the Fire trait, add 1 die_

    Dilapidated Plaza Card 5:
    Bonecrusher Wizard
    Monster B
    Traits:
    Trigger
    Bonecrusher
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3_
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you_

    Dilapidated Plaza Card 6:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

    Dilapidated Plaza Card 7:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

    Dilapidated Plaza Card 8:
    Lightning Storm
    Barrier C
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck_
    While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

    Dilapidated Plaza Card 9:
    Good Omen
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Mental
    Veteran To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 6
    Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

    Dilapidated Plaza Card 10:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.


    M American Nerd 3/Cleric 1

    I know I don't have a combat, so, I'm going to move to the Dilapidated Plaza.

    The top card is the Malfunctioning Deathtrap.

    I require a 5. I will discard Thieves' Tools to defeat it.

    I will end my turn. I will examine the top card of the Tar Works. It is a mummified cat, but not a trigger. I will reset my hand, and recharge card: 1d6 ⇒ 5


    Enora's Deck Handler

    Reveal Blessing of Elements from Blessing Deck.

    Encounter Feather of Maat.

    Knowledge 5: 1d10 + 3 ⇒ (8) + 3 = 11

    Acquired Feather.

    Discard Flame Staff and end turn.

    Enora wrote:

    Hand: Bestiary Of Garund, Mind Thrust, Acid Splash, Burning Snot , Blessing of the Spellbound 2, Feather of Maat,

    Displayed:
    Deck: 7 Discard: 2 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6
    Proficient with: None
    Powers:
    On Your check to acquire a boon that has the Magic trait, you may discard({ } or recharge) a card that has the magic trait to add 1d8
    After you play a spell, you may recharge another random spell from your discard pile.
    For your combat check, you may discard a spell( { } or a boon that has the Magic Trait) to use your charisma skill + 1d6 ({ } 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.


    During This Adventure: The scourge die is 1d4+1.

    When creating the blessings deck, replace 1 blessing with the support card Liberty's Edge Favor.

    If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

    After you acquire an ally, you may immediately attempt to close your location.

    To win, close all locations.
    Additional Rules: Adventure Deck number: 1

    Random cards from the box:

    Monster 1
    Spoiler:

    Bonecrusher Hunter
    Monster B
    Traits: Trigger Bonecrusher Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_

    Monster 2
    Spoiler:

    Shock Elemental
    Monster B
    Traits: Elemental Outsider Electricity Basic
    To Defeat: Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_ If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_

    Weapon 1
    Spoiler:

    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_ When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

    Weapon 2
    Spoiler:

    Galvanic Chakram +1
    Weapon 1
    Traits: Knife Ranged Slashing Electricity Magic Elite
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6_ If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_ If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check_

    Item 1
    Spoiler:

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

    Item 2
    Spoiler:

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

    Ally 1
    Spoiler:

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


    Turn: 15, Oloch/Glmry

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 15

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Aric:
    Spoiler:
    Blessings Deck Card 1
    Liberty's Edge Favor
    Favor 1
    Traits:
    When you discard this card from the blessings deck, draw an ally from the box.~While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
    Celeste:
    Spoiler:
    Blessings Deck Card 2
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Enora:
    Spoiler:
    Blessings Deck Card 3
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Oloch:
    Spoiler:
    Blessings Deck Card 4
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 5
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to any check to defeat a barrier_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 6
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 7
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 8
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 9
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 10
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 11
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 12
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 13
    Blessing of Pharasma
    Blessing B
    Traits:
    Divine
    Pharasma To Acquire:
    Intelligence
    Arcane
    Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to a check if a spell was played during that check_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 14
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 15
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Enora/Eslibedesh,

    Precinct of Left Eyes Card 1:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_

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

    Precinct of Left Eyes Card 3:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
    Bury this card to explore your location_

    Precinct of Left Eyes Card 4:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
    Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_

    Precinct of Left Eyes Card 5:
    Spelldagger
    Weapon C
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_

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

    Smoking Den
    Closed
    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: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/dinketry,

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here:

    Warehouse Card 1 (Shasalqu):
    Shasalqu
    Monster 1
    Traits:
    Animal
    Cold
    Elite
    To Defeat:
    Combat 9
    The Shasalqu is immune to the Cold and Fire traits_
    Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
    After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_

    Warehouse Card 2:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_

    Warehouse Card 3:
    Enchanter
    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_

    Warehouse Card 4:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

    Warehouse Card 5:
    Noxious Bomb
    Item B
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

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

    Warehouse Card 7:
    Healer's Kit
    Item B
    Traits:
    Tool
    Healing To Acquire:
    Wisdom
    Survival
    Divine 6
    Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dye Market Card 1:
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran
    To Defeat:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Dye Market Card 2:
    Fire Lance
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

    Dye Market Card 3:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
    The Ubashki Swarm is immune to the Mental and Poison traits_
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

    Dye Market Card 4:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_

    Dye Market Card 5:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

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

    Dye Market Card 7:
    Acid Flask
    Item C
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 8:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 9:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dye Market Card 10:
    The Third Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it_
    Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_
    Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Oloch/Glmry,

    Tarworks Card 1 (Mummified Cat):
    Mummified Cat
    Item 1
    Traits:
    Object
    Magic
    Mummy To Acquire:
    Wisdom
    Survival
    Divine 6
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0_
    Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it_

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

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

    Tarworks Card 4:
    Holy Water Grenade
    Item B
    Traits:
    Liquid
    Magic
    Divine
    Basic To Acquire:
    Wisdom
    Divine 6
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait_
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_

    Tarworks Card 5:
    The Evil Eye
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

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

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Celeste/k012857, None

    Dilapidated Plaza Card 1:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dilapidated Plaza Card 2:
    Returning Throwing Axe +1
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

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

    Dilapidated Plaza Card 4:
    Bonecrusher Wizard
    Monster B
    Traits:
    Trigger
    Bonecrusher
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3_
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you_

    Dilapidated Plaza Card 5:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

    Dilapidated Plaza Card 6:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

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

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

    Dilapidated Plaza Card 9:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.


    Oloch Deck Handler

    Blessing of Ancients has been revealed by GM

    What is this mysterious thing that Celeste has found for me? Off in the corner on a pedestal is a Mummified Cat.

    Divine 6: 1d8 + 2 ⇒ (4) + 2 = 6

    I believe this cat may be of help to me. Wait, what is this? It's showing me a glimpse of what's up ahead.

    Hmm. It's some sort of Magical armor, but from the looks of it has a magic I cannot comprehend.

    Recharge Mummified Cat to reveal top of my Location. Revealed Shield Cloak.

    I will discard my Chain Mail

    Curse of Poisoning: 1d4 ⇒ 2

    Recharge Heavy Pick from curse and end turn.

    Oloch wrote:

    Hand: Armored Kilt , BotG 2, Bone Spikes

    Displayed: Curse of Poisoning
    Deck: 8 Discard: 3 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Melee: Strength +1
    Dexterity d4 [ ] +1
    Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Fortitude: Constitution +3
    Intelligence d4 [ ] +1
    Wisdom d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    - Divine: Wisdom +2
    Charisma d6 [ ] +1

    Favored Card: Armor
    Hand Size: 4 [ ] 5
    Proficient With: Light Armors, Heavy Armors, Weapons

    POWERS:
    When another characther attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 (2) to the check. Return the displayed cards to your hand before you reset it (and at the start of your turn)
    Instead of your first exploration on a turn, you may reveal a blessing or armor to choose a character at your location. Shuffle 1d4+1(+2) random cards from her discard pile into her deck, then discard the card you revealed.


    Deck Handler for Aric/RedRaven - Dinketry

    I see you, Liberty's Edge Favor. You're my blessing! BR, I need a random ally from the box to come join my cause!


    I added an ally to the random cards from the box spoiler for that purpose.


    Deck Handler for Aric/RedRaven - Dinketry

    Thanks, BR!

    Aric leaves the Smoking Den behind and wanders to the Tarworks, still looking for confederates. He spies a flashed wayfinder from a fierce-appearing half-orc (Oloch) and acknowledges it covertly with the Open Road hand-sign.

    Recharge Silver Balladeer to remove Oloch's curse. You're welcome!

    Let no one say that Aric cannot be as stealthy as the Red---

    "Muh-waahhhhhhhh!" A smelly camel noses Aric from behind, interrupting his self-aggrandising thoughts.

    "Well, hello there, friend, what?" Aric starts, attempting to regain grace and composure. "Where might your owner be---?"

    "Muh-waaaahhhhhhhh!" replies the camel abruptly.

    "Yes, what, well then, um, good day to you---"

    "Muh-waaaaahhhhhh!" comes the inevitable reply.

    "Why are you pointing at this cloak, Camel? Are you attempting to point me in the right direction? Of course! A confederate with four legs and two humps! Yes, we will explore together, good Camel!"

    Aric reaches for the cloak.

    Encounter Shield Cloak. Recharge Psychic Detective to add 1d6 to check to acquire.

    Knowledge 8 Check: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (4) = 7 Boo...

    Use reroll. We need those Armor upgrades!

    Reroll: 1d8 ⇒ 5 + 2 + 4 = SUCCESS!

    Aric admires the arcane energies evident in his new cloak.

    "Impressive! I wonder what else might be present in this foul-smelling factory?"

    This isn't a place for Aric to poke around, but it is a place to use my technological gizmo!

    Display Clockwork Spy to examine the top card of the Tarworks. No trigger (but a nasty potential for Fire damage to both of us before we act), so I'll leave it be.

    The gizmo skitters back to Aric, reporting the presence of a hideous multi-headed fire beast snaking through the aisles of the Tarworks.

    "Ahh! This isn't the place for Aric! Camel, to me! Let us away!!!"

    I'm not sticking around to get blasted with Fire before I can change into Aric. I'll discard the Camel to move to the Precinct of Left Eyes. So long, Oloch!

    Aric wrote:

    Hand: Mancatcher, Kama, Shield Cloak, Mask of the Red Raven, Mumia Smuggler, Marianix Karn, Character Name:

    Displayed: Clockwork Spy, Aric
    Deck: 8 Discard: 4 Buried: 0 Hand Size:
    Notes: 6
    Sideboard cards: Masque, Signal Whistle, Patrician's Armor,

    Skills and Powers:
    SKILLS

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

    Favored Card: None
    Hand Size 6 [ ] 7
    Proficient with: None
    Powers:
    At the start of your turn ([ ] or when you examine a card in a location deck), you may replace your character and token with the Red Raven's. Then you may exchange a card in your hand with a card in your kit.
    When you would discard an ally that has Diplomacy in its check to acquire as damage ([ ] or for its power), you may instead recharge it.
    [ ] When you acquire a boon, you may examine the top card of your location deck.

    Do displayed cards count towards my hand size? If so, then I'll replace my mask on the top of my draw deck.


    M American Nerd 3/Cleric 1

    I discard Blessing/Ancients from the Blessings deck.

    Now that I'm ready, I'll move back to the Warehouse and encounter Shasalqu.

    Wisdom DC 6: 1d6 ⇒ 6

    What luck!!

    Combat DC 9 using Force Missile: 1d10 + 2 + 2d4 ⇒ (2) + 2 + (2, 4) = 10

    Success!

    I will end my turn. I will recharge the Bestiary of Garund to examine the top card of the Dye Market. It is the Henchman Voices of the Spire.

    I will reset my hand and recharge card: 1d6 ⇒ 6

    Celeste wrote:

    Hand: Blessing of the Gods A, Sage's Journal, Appleslayer, Acid Jet, Amadi,

    Displayed: Curse of Poisoning,
    Deck: 7 Discard: 3 Buried: 0
    Notes:
    Sideboard cards:

    Skills:
    SKILLS

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

    Favored Card: Spell
    Hand Size 6
    Proficient with: None


    Powers::

    <Power 1> I may discard a card to add 1d8 and the Melee and Poison traits to my combat check
    <Power 2> I automatically succeed at my check to recharge a spell that has the Arcane trait
    <Power 3> At the end of my turn, I may recharge a card to exame the top card of another location deck
    <Power 4>
    <Power 5>


    @Aric, Displayed cards aren't part of your hand, so no they don't count. The hand you drew is correct.

    During This Adventure: The scourge die is 1d4+1.

    When creating the blessings deck, replace 1 blessing with the support card Liberty's Edge Favor.

    If the result of your first check to defeat of your turn exceeds the difficulty by 7 or more, shuffle a monster from the box into your location deck.

    During This Scenario: After you examine an ally from a location deck, put it on the bottom of that deck.

    After you acquire an ally, you may immediately attempt to close your location.

    To win, close all locations.
    Additional Rules: Adventure Deck number: 1

    Random cards from the box:

    Monster 1
    Spoiler:

    Bonecrusher Hunter
    Monster B
    Traits: Trigger Bonecrusher Veteran
    To Defeat: Combat 9
    When you examine this card, encounter it and increase its difficulty to defeat by 3_ The difficulty to defeat is increased by the scenario's adventure deck number_

    Monster 2
    Spoiler:

    Shock Elemental
    Monster B
    Traits: Elemental Outsider Electricity Basic
    To Defeat: Combat 9
    The Shock Elemental is immune to the Mental, Poison and Electricity traits_ All damage dealt by the Shock Elemental is Electricity damage_ If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2_

    Weapon 1
    Spoiler:

    Corrosive Dagger +1
    Weapon B
    Traits: Knife Ranged Piercing Magic Elite
    To Acquire: Dexterity Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_ When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

    Weapon 2
    Spoiler:

    Galvanic Chakram +1
    Weapon 1
    Traits: Knife Ranged Slashing Electricity Magic Elite
    To Acquire: Dexterity Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6_ If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_ If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check_

    Item 1
    Spoiler:

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

    Item 2
    Spoiler:

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


    Turn: 18, Enora/Eslibedesh

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 12

    Blessings Deck

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

    Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 1 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Aric/dinketry, Enora/Eslibedesh,

    Precinct of Left Eyes Card 1:
    Geniekin
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Janni
    Veteran
    To Defeat:
    Combat 8
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_
    The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number_

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

    Precinct of Left Eyes Card 3:
    Torch
    Weapon B
    Traits:
    Club
    Melee
    Bludgeoning
    Fire
    Basic To Acquire:
    Strength
    Intelligence
    Wisdom 4
    For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4_
    Bury this card to explore your location_

    Precinct of Left Eyes Card 4:
    Pahmet Clansman
    Ally B
    Traits:
    Dwarf
    Cleric
    Basic To Acquire:
    Charisma
    Diplomacy
    Divine 6
    Recharge this card to add 1d6 to your check against a card that has the Trigger trait_
    Discard this card to explore your location_ If the top card of the blessings discard pile is Blessing of the Ancients, you may recharge it instead_

    Precinct of Left Eyes Card 5:
    Spelldagger
    Weapon C
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite To Acquire:
    Dexterity
    Ranged
    Arcane 4
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
    When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_

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

    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:

    Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
    M: 1 Ba: 1 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0
    Located/Displayed Here: Celeste/k012857, None

    Warehouse Card 1:
    Camouflaged Pit Trap
    Barrier B
    Traits:
    Trap
    Basic
    To Defeat:
    Wisdom
    Perception 6
    OR Dexterity
    Acrobatics 7
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn_

    Warehouse Card 2:
    Enchanter
    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_

    Warehouse Card 3:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

    Warehouse Card 4:
    Noxious Bomb
    Item B
    Traits:
    Liquid
    Attack
    Poison
    Ranged
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6_ You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it_

    Warehouse Card 5:
    Burglar's Buckler
    Armor 1
    Traits:
    Shield To Acquire:
    Constitution
    Fortitude
    Disable 6
    Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2_ You may play another armor on this check_
    Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4_ You may play another armor on this check_

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

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Dye Market Card 1 (Voices of the Spire):
    Voices of the Spire
    Henchman B
    Type: Monster
    Traits:
    Human
    Inquisitor
    Veteran
    To Defeat:
    Combat 8
    OR Charisma
    Diplomacy 7
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_
    If defeated, you may immediately attempt to close the location this henchman came from_

    Dye Market Card 2:
    Fire Lance
    Weapon B
    Traits:
    Firearm
    Ranged
    Piercing
    2-Handed
    Alchemical
    Elite To Acquire:
    Dexterity
    Ranged
    Craft 5
    For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8_

    Dye Market Card 3:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
    The Ubashki Swarm is immune to the Mental and Poison traits_
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

    Dye Market Card 4:
    Bone Lamellar
    Armor 1
    Traits:
    Light Armor To Acquire:
    Constitution
    Fortitude 6
    OR Intelligence
    Craft 8
    Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_

    Dye Market Card 5:
    Emperor Cobra
    Monster B
    Traits:
    Animal
    Poison
    Basic
    To Defeat:
    Stealth 6
    OR Combat 8
    When the Emperor Cobra would deal damage to you, it deals 1 Poison damage to you instead_
    If the check to defeat has the Cold or Fire trait, add 1d8_

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

    Dye Market Card 7:
    Acid Flask
    Item C
    Traits:
    Liquid
    Attack
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill + 2d6_ If the bane invokes the Acid trait, add another 1d12_

    Dye Market Card 8:
    Tomb Raider
    Ally B
    Traits:
    Human
    Rogue
    Basic To Acquire:
    Charisma
    Diplomacy
    Acrobatics 4
    Recharge this card to add 1d8 to your Dexterity non-combat check_
    Discard this card to explore your location_

    Dye Market Card 9:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dye Market Card 10:
    The Third Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it_
    Display this card next to the scenario; it is defeated_ While displayed, when a location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_
    Tarworks
    At This Location: All damage dealt is Fire damage.
    When Closing: Succeed at a Strength, Charisma, or Diplomacy check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may draw an armor from your discard pile or your buried cards.
    M: 2 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Oloch/Glmry,

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

    Tarworks Card 2:
    Holy Water Grenade
    Item B
    Traits:
    Liquid
    Magic
    Divine
    Basic To Acquire:
    Wisdom
    Divine 6
    Discard this card to evade a bane you encounter that has the Outsider or Undead trait_
    Banish this card to defeat a bane you encounter that has the Outsider or Undead trait whose highest difficulty to defeat is 12 or lower_

    Tarworks Card 3:
    The Evil Eye
    Barrier B
    Traits:
    Trigger
    Curse
    Arcane
    Veteran
    To Defeat:
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

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

    Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here:

    Dilapidated Plaza Card 1:
    Armored Kilt
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Fire damage dealt to you by half (round up)_ If proficient with light armors and the damage is dealt to you before you act, you may reveal this card_

    Dilapidated Plaza Card 2:
    Returning Throwing Axe +1
    Weapon 1
    Traits:
    Axe
    Ranged
    Slashing
    Magic To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

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

    Dilapidated Plaza Card 4:
    Bonecrusher Wizard
    Monster B
    Traits:
    Trigger
    Bonecrusher
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; its difficulty to defeat is increased by 3_
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you_

    Dilapidated Plaza Card 5:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

    Dilapidated Plaza Card 6:
    Osirion Ancestor
    Ally B
    Traits:
    Undead
    Ghost
    Incorporeal To Acquire:
    Divine
    Charisma
    Diplomacy 8
    Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

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

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

    Dilapidated Plaza Card 9:
    Lurking Spy
    Henchman 1
    Type: Monster
    Traits:
    Human
    Spy
    Trigger
    Veteran
    To Defeat:
    Combat 11
    OR Stealth~Perception 8
    When you examine this card, encounter it and ignore its power that happens before you act.~Before you act, suffer the scourge Curse of Poisoning.~The difficulty of the combat check to defeat is increased by twice the scenario’s adventure deck number. The difficulty of the Stealth or Perception check to defeat is increased by the scenario’s adventure deck number.


    Deck Handler for Aric/RedRaven - Dinketry

    Ooooh! Voices of the Spire allows for a free close attempt if we defeat it. You’re set up well for that, Celeste, with your 3 different types of cards in your hand. Let’s be sure to do it!


    Oloch Deck Handler

    Wait, what is Voices of the Spire? Do we need to wait for Celeste to finish a close before we move on?

    1 to 50 of 643 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / [ACG] [CaG] Season of Faction's Favor 4-1: Chasing Yellow Sails - Elinnea All Messageboards

    Want to post a reply? Sign in.