[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


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Deck Handler for Aric/RedRaven - Dinketry

Aric will purchase the Burglar's Buckler. He will place the Signal Whistle in his deck box and bury the Gambeson.

Aric fusses with his leather attaché as the group moves into Halfwhip's compound, a nod to his disguise as a foppish Chelish noble hunting strong shoulders within the slave pits. In reality, the vigilante makes certain that the purchase he made from the Ghoul Market at the behest of his new undead ally Onmyoji - The Golden Falcon as he is known to some - was stashed away securely. The small buckler seemed to hold secrets untold - and could unveil secrets untold as well, per the semi-skeletal merchant who sold it to him. Aric places his raven's head mask at the top of his pack for ease of retrieval and looks up, noting the curious slave with the facial scar collecting water from the fountain at the centre of the decrepit plaza.

Aric wrote:

Hand: Burglar's Buckler, Kama, Lookout, Magnifying Glass, Mancatcher, Mask of the Red Raven, Character Name:

Displayed: Aric
Deck: 8 Discard: 0 Buried: 1 Hand Size:
Notes: 6
Sideboard cards: Silver Balladeer, Blessing of the Spy 1, Punching Dagger,

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 [X] +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.


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: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.

Villain:

Bonecrusher Master
Villain B
Type: Monster
Traits: Gnoll Rogue
To Defeat: Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

Henchmen:

Gnoll Slaver
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.

Additional Rules: Adventure Deck number: 1

Random cards from the box:

Monster
Spoiler:
Crystal Stalker
Monster 1
Traits: Trigger Elemental Outsider Elite
To Defeat: Combat 9
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it_ If the check to defeat has the Acid trait, add 3_

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

Weapon
Spoiler:
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_

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

Armor
Spoiler:
Crocodile Skin Shield
Armor B
Traits: Shield Offhand Basic
To Acquire: Constitution Fortitude 4
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 Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

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

Ally
Spoiler:
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_

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


Turn: 1, Oloch/Gimry

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Aric:
Spoiler:
Blessings Deck Card 1
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
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 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 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 the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 6
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 9
Blessing of the 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 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 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 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 14
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 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
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 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 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 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 20
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 21
Blessing of 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 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 23
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 24
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 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 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 27
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 28
Blessing of 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 29
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_

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: Aric/dinketry,

Dilapidated Plaza Card 1:
Tussah Silk Coat
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0_ If proficient with light armors, bury it instead_

Dilapidated Plaza Card 2:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_

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:
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_

Dilapidated Plaza Card 5:
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_

Dilapidated Plaza Card 6:
Caryatid Column
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits_
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2_

Dilapidated Plaza Card 7:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Dilapidated Plaza Card 8:
Gnoll Slaver
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

Dilapidated Plaza Card 9:
Remove Curse
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_

Dilapidated Plaza Card 10:
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_

Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Enora/Eslibedesh,

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

Glass Pavilion Card 2:
Flames of the Faithful
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5
Display this card next to your deck_ While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait_ At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check_ If you succeed, recharge this card; if you fail, discard it_

Glass Pavilion Card 3:
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_

Glass Pavilion Card 4:
Gnoll Slaver
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

Glass Pavilion Card 5:
Stabbing Spear Staircase
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again_
If undefeated, you are dealt 1d4 Combat damage_ Then examine the top card of your location deck_ If it is a bane, encounter it_ If it is a boon, banish it and examine the top card of your location deck_

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

Glass Pavilion 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_

Glass Pavilion Card 8:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Glass Pavilion Card 9:
Bladeguard
Item B
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
Banish this card to reduce Acid damage dealt to a character at your location to 0_
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_

Glass Pavilion Card 10:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, items may not be played_
If defeated, you may explore your location_
If undefeated, you are dealt 1d4 Ranged combat damage_

Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Celeste/k012857,

Stonework Passages 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_

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

Stonework Passages Card 3:
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

Stonework Passages Card 4:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

Stonework Passages Card 5:
Khopesh
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

Stonework Passages Card 6:
Holy Light
Spell B
Traits:
Magic
Divine
Attack
Elite To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Stonework Passages Card 7:
Armor of the Sands
Armor C
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_

Stonework Passages Card 8:
Blessing of Horus
Blessing C
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_

Stonework Passages Card 9:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_

Stonework Passages Card 10:
Gnoll Slaver
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

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

Brickworks Card 2:
Shrieking Plant
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated_
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined_ Then banish the Shrieky Plant_

Brickworks Card 3:
Mad Dog Marrn
Ally 1
Traits:
Halfling
Barbarian
Hireling To Acquire:
Survival
Charisma
Diplomacy 9
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
Recharge this card to add 1d8 to the Survival check of a character at your location_
Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

Brickworks Card 4:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Brickworks Card 5:
Poisoned Sand Tube
Weapon B
Traits:
Blowgun
Ranged
Poison
Alchemical
Elite To Acquire:
Intelligence
Craft
Knowledge
Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_

Brickworks Card 6:
Explorer's Staff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Brickworks Card 7:
Gnoll Slaver
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

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

Brickworks Card 9:
Terhk Fourwinds
Ally C
Traits:
Half-Orc
Fighter To Acquire:
Charisma
Diplomacy 7
Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile_
At the end of your turn, recharge this card to move to another location_
Discard this card to explore your location_

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

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 ?: 1
Located/Displayed Here: None

Warehouse Card 1:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue
To Defeat:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Warehouse Card 2:
Acid Flask
Item B
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_

Warehouse Card 3:
Flame Staff
Item C
Traits:
Staff
Attack
Fire
Magic
Basic To Acquire:
Arcane
Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell_

Warehouse Card 4:
Death Hound
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Warehouse Card 5:
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_

Warehouse Card 6:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_

Warehouse Card 7:
Tomb Raider
Ally C
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_

Warehouse Card 8:
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_

Warehouse Card 9:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_

Warehouse Card 10:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits_
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3_

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

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

Quarry Card 2:
Collapsing Scaffolding
Barrier B
Traits:
Obstacle
Bludgeoning
Basic
To Defeat:
Dexterity
Acrobatics
Perception 4
THEN Dexterity
Acrobatics
Perception 7
If the result of the first check to defeat exceeds the result of the second check to defeat, you are dealt 1d4 Combat damage_ Then recharge your hand and end your turn_

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

Quarry Card 4:
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Quarry Card 5:
Gnoll Slaver
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

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

Quarry Card 7:
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_

Quarry Card 8:
Djinni Quarterstaff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee 6
OR Arcane
Divine 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_

Quarry Card 9:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

Quarry Card 10:
Porcupine
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_
Discard this card to explore your location_


Oloch Deck Handler

Oof. All 3 of my armors were stacked at the bottom of the deck. Not a great start.

Oloch wrote:

Hand: Chain Mail, Tussah Silk Coat, Champion's Do-Maru, BotG 2

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 [x] +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.


Oloch Deck Handler

"GNOLLS!!" I scream to my compatriots.

While my first instinct is usually to stand and fight, their numbers are many, and we are few. Our first order of business is to make sure that Siddique gets out alive.

I quickly head to the Quarry. The air in here is thick with dust, but nothing I haven't become accustomed to. I will try to make my escape through there.

As I run by one of the slaves, I grab his hood to try to disguise myself from the pursuing Gnolls and even the odds a little with the Gnolls in the mazes of the Quarry.

Fortitude 4: 1d12 + 3 ⇒ (7) + 3 = 10

What's the accepted protocol for rolling autos?

That poor slave didn't stand a chance of keeping his hat from me. I forcefully grab the Filter Hood and quickly glance ahead.

Examine top card of deck - Collapsing Scaffolding because I did not have combat my first turn.

"CRUD!!!" I exclaim to nobody in particular.

Through Gorums ever seeing eye, I notice that the scaffolding is about to collapse and make the path forward unpassable.

This will never do! I will never make it over that scaffolding without some help and I don't have time for that now. I may need to rethink this route.

I no longer need this Do-Maru, so I will throw it in my backpack and put on the hood to try to blend in as I try to found a new escape route.

Recharge Champion's Do-Maru when I reset my hand. I can't realistically beat the collapsing scaffolding since I'm looking at a d4 dex check, so if someone has a turn to head over and establish safe passage for me, that would be great. Otherwise, I will probably head to the Brickworks next turn.

Oloch wrote:

Hand: Chain Mail, Tussah Silk Coat, BotG 2, Filter Hood

Displayed:
Deck: 12 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 [x] +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.

The Exchange Reward, Society Initiate
[ ] Master of Trade (Exchange Faction Reward): After the roll on your check to acquire a weapon, an armor, or an item, check the box that precedes this reward to add 1d6; take the new result.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] All of the cards offered by a trader you visit have an adventure deck number lower than that of the current scenario.
[ ] Succeed at a Craft non-combat check to acquire or defeat.


Deck Handler for Aric/RedRaven - Dinketry

I'm going to wait for Enora to post her starting hand before I wade in, but I'm planning on coming to you, Oloch.


Enora's Deck Handler

Ope sorry about that! here's my hand, I won't be purchasing anything. --

Enora wrote:

Hand: Acid Splash, Binder's Tome, Fire Snake, Remove Curse, Mind Thrust, Magical Child,

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.


Deck Handler for Aric/RedRaven - Dinketry
Oloch wrote:
"GNOLLS!!"

Aric hears the clarion call of the half-orc clearly.

That sounds like a job for....the Red Raven!

Looking for a place for a quick change, Aric excuses himself from the plaza. "Yes, um, that slave there with the bucket and the, er, scar, yes. Keep him for me, would you, what?" And with that, Aric is away!

Change into the Red Raven. Draw Blessing of the Spy from my kit and replace it with the Mancatcher. Arrive at the Quarry. Encounter the Collapsing Scaffolding. Use Dexterity for my first check to defeat. Use Perception for my second check to defeat, displaying my Lookout and my Magnifying Glass.

The Red Raven swoops into the quarry, noting the wobbly scaffolding in front of Oloch. He twists to avoid toppling the teetering tor.

"Ho there, Warpriest! That's no place for a sermon!"

Dexterity (4) Check: 1d10 + 1 ⇒ (3) + 1 = 4 Whew (and that’s the 1st check to defeat of my turn - no overkill rule for me).

Whipping out his magnifying glass, the Red Raven peers intently at the rickety structure, directing his buccaneer companion to do the same.

"If we're not careful, this could be a rocky start!"

Perception (7) Check: 1d8 + 2 + 1d4 + 1d6 ⇒ (7) + 2 + (4) + (4) = 17 SUCCESS!

The scaffold collapses in a billowy cloud of dust and sand though the Red Raven and Oloch have stepped well clear of the trap.

"Now that that's sorted, let's see what nefariousness is behind that dastardly demolition!"

Discard Blessing of the Spy to explore again. Encounter Bonecrusher Hyenamaster. PERFECT! I get to add 1 die to both of the checks to defeat!

A canine figure steps out of the cloud of dust, a heavy flail hanging at its side.

"It figures," the vigilante smirks, pulling his kama free of its sheath, "I thought that I smelled wet dog!"

Use Kama as my Finesse weapon. Add 1 die to each of these checks.

Melee (9) Check #1: 1d10 + 1d10 + 1 + 3 + 1d6 ⇒ (1) + (9) + 1 + 3 + (5) = 19
Melee (9) Check #2: 1d10 + 1d10 + 1 + 3 + 1d6 ⇒ (9) + (4) + 1 + 3 + (4) = 21 SUCCESS!

The Red Raven makes short work of the gnoll. EDIT!

"That’s not a dog day afternoon!" the Red Raven proclaims.

I’ll continue my exploration in a bit...


Oloch Deck Handler

Wait, why the check to close, Aric? The hyenamaster doesn't list itself as a Henchman, nor is it listed as a henchman in the Scenario Summary. What am I missing?


Deck Handler for Aric/RedRaven - Dinketry

Big Oops. I mistook a gnoll for another gnoll. THAT’S RACIST. Sorry. Carry on...


Deck Handler for Aric/RedRaven - Dinketry

Sorry for the delay.

The Red Raven calls to his buccaneer friend to help see the way ahead.

"There's got to be a way out of this death-trap!"

Recharge Lookout to examine the top card of the location deck. Reveal and examine the Kukri weapon card (no trigger).

The piratical half-elven woman returns to the masked man, revealing the presence of a cool shiny knife in one of the alcoves off of the main quarry.

END TURN.

The Red Raven wrote:

Hand: Burglar's Buckler, Kama, Magnifying Glass, Mask of the Red Raven,

Displayed:
Deck: 10 Discard: 1 Buried: 1
Notes:
Sideboard cards: Silver Balladeer, Mancatcher, Punching Dagger,

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d10 [X] +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.)


At the end of Aric's turn you have to attempt the Dexterity, Stealth, Charisma, or Diplomacy check to avoid taking damage.

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: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.

Villain:

Bonecrusher Master
Villain B
Type: Monster
Traits: Gnoll Rogue
To Defeat: Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

Henchmen:

Gnoll Slaver
Henchman 1
Type: Monster
Traits: Gnoll Trigger
To Defeat: Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
Before you act, recharge an ally.
If undefeated, search your deck for an ally and bury it.
If defeated, you may immediately attempt to close the location this henchman came from.

Additional Rules: Adventure Deck number: 1
Turn: 3, Celeste/k012857

Random Cards:

Monsters
Spoiler:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits_
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3_

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_

Spoiler:
Sand Creeper
Monster B
Traits:
Trigger
Elemental
Outsider
Basic
To Defeat:
Combat 9
When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
The Sand Creeper is immune to the Piercing and Slashing traits_
Before you act, recharge all cards in your hand that have the Electricity trait_

Spoiler:
Quicksand Bunyip
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
Damage dealt by the Quicksand Bunyip may not be reduced_

Spoiler:
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_

Barriers
Spoiler:
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_

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

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

Spoiler:
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_

Spoiler:
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_

Weapons
Spoiler:
Bolas
Weapon C
Traits:
Chain
Ranged
Bludgeoning
Basic To Acquire:
Dexterity
Ranged 5
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1_ If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck_
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower_

Spoiler:
Hunga Munga
Weapon B
Traits:
Axe
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Strength + 1d6_ You may additionally discard this card to add your Ranged skill_
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check_

Spoiler:
Khopesh
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

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_

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

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

Spoiler:
Cure
Spell B
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_

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

Spoiler:
Sands of Time
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_

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

Armors
Spoiler:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Spoiler:
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_

Spoiler:
Crocodile Skin Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Spoiler:
Crocodile Skin Helmet
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 6
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
If proficient with light armors, you may recharge this card to examine the top card of your location_

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

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

Spoiler:
Smoked Glass Goggles
Item B
Traits:
Accessory To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_

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

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

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

Allies
Spoiler:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_

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

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

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

Spoiler:
Embalmer
Ally C
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5
Recharge this card to add 1d4 to your Intelligence check_
Bury this card to evade a monster that has the Undead trait_
Discard this card to explore your location_

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

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

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

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

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

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: 27

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 Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of 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 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 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 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
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 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 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 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 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 15
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 16
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 17
Blessing of 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 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 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 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 21
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 22
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 23
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 24
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 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 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 27
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_

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:
Tussah Silk Coat
Armor C
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4
Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0_ If proficient with light armors, bury it instead_

Dilapidated Plaza Card 2:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_

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:
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_

Dilapidated Plaza Card 5:
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_

Dilapidated Plaza Card 6:
Caryatid Column
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits_
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2_

Dilapidated Plaza Card 7:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Dilapidated Plaza Card 8:
Gnoll Slaver
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

Dilapidated Plaza Card 9:
Remove Curse
Spell C
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6
Recharge this card to banish a displayed card that has the Curse trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it_

Dilapidated Plaza Card 10:
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_

Glass Pavilion
At This Location: At the start of your turn, examine the top card of your location.
When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Enora/Eslibedesh,

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

Glass Pavilion Card 2:
Flames of the Faithful
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5
Display this card next to your deck_ While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait_ At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check_ If you succeed, recharge this card; if you fail, discard it_

Glass Pavilion Card 3:
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_

Glass Pavilion Card 4:
Gnoll Slaver
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

Glass Pavilion Card 5:
Stabbing Spear Staircase
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again_
If undefeated, you are dealt 1d4 Combat damage_ Then examine the top card of your location deck_ If it is a bane, encounter it_ If it is a boon, banish it and examine the top card of your location deck_

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

Glass Pavilion 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_

Glass Pavilion Card 8:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Glass Pavilion Card 9:
Bladeguard
Item B
Traits:
Liquid
Acid
Alchemical
Basic To Acquire:
Intelligence
Craft 6
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
Banish this card to reduce Acid damage dealt to a character at your location to 0_
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_

Glass Pavilion Card 10:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8
During this encounter, items may not be played_
If defeated, you may explore your location_
If undefeated, you are dealt 1d4 Ranged combat damage_
Stonework Passages
At This Location: Damage dealt to you is reduced by 1.
When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, you may examine the top card of any location.
M: 2 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Celeste/k012857,

Stonework Passages 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_

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

Stonework Passages Card 3:
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from_

Stonework Passages Card 4:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

Stonework Passages Card 5:
Khopesh
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

Stonework Passages Card 6:
Holy Light
Spell B
Traits:
Magic
Divine
Attack
Elite To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Stonework Passages Card 7:
Armor of the Sands
Armor C
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_

Stonework Passages Card 8:
Blessing of Horus
Blessing C
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_

Stonework Passages Card 9:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_

Stonework Passages Card 10:
Gnoll Slaver
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

Brickworks
At This Location: Add a die to checks that have the Fire trait.
When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

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

Brickworks Card 2:
Shrieking Plant
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated_
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined_ Then banish the Shrieky Plant_

Brickworks Card 3:
Mad Dog Marrn
Ally 1
Traits:
Halfling
Barbarian
Hireling To Acquire:
Survival
Charisma
Diplomacy 9
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
Recharge this card to add 1d8 to the Survival check of a character at your location_
Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

Brickworks Card 4:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

Brickworks Card 5:
Poisoned Sand Tube
Weapon B
Traits:
Blowgun
Ranged
Poison
Alchemical
Elite To Acquire:
Intelligence
Craft
Knowledge
Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_

Brickworks Card 6:
Explorer's Staff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Basic To Acquire:
Strength
Melee 2
Discard this card to add 2 dice to your Disable check_
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

Brickworks Card 7:
Gnoll Slaver
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

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

Brickworks Card 9:
Terhk Fourwinds
Ally C
Traits:
Half-Orc
Fighter To Acquire:
Charisma
Diplomacy 7
Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile_
At the end of your turn, recharge this card to move to another location_
Discard this card to explore your location_

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

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 ?: 1
Located/Displayed Here: None

Warehouse Card 1:
Bonecrusher Master
Villain B
Type: Monster
Traits:
Gnoll
Rogue
To Defeat:
Combat 11
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

Warehouse Card 2:
Acid Flask
Item B
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_

Warehouse Card 3:
Flame Staff
Item C
Traits:
Staff
Attack
Fire
Magic
Basic To Acquire:
Arcane
Divine 4
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell_

Warehouse Card 4:
Death Hound
Monster B
Traits:
Animal
Curse
Basic
To Defeat:
Combat 7
THEN Combat 7
After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

Warehouse Card 5:
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_

Warehouse Card 6:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_

Warehouse Card 7:
Tomb Raider
Ally C
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_

Warehouse Card 8:
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_

Warehouse Card 9:
Wall Scythes
Barrier B
Traits:
Obstacle
Trap
Slashing
Basic
To Defeat:
Dexterity
Acrobatics 4
OR Disable 6
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_

Warehouse Card 10:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8
The Skeletal Jackal is immune to the Cold, Mental, and Poison traits_
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3_

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

Quarry Card 1 (Kukri):
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4
For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Quarry Card 2:
Gnoll Slaver
Henchman 1
Type: Monster
Traits:
Gnoll
Trigger
To Defeat:
Combat 10
When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

Quarry Card 3:
Potion of Energy Resistance
Item B
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location_ Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4_

Quarry Card 4:
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_

Quarry Card 5:
Djinni Quarterstaff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee 6
OR Arcane
Divine 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_

Quarry Card 6:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

Quarry Card 7:
Porcupine
Ally B
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_
Discard this card to explore your location_


Deck Handler for Aric/RedRaven - Dinketry

Oops again!

Stealth (6) Check: 1d10 + 1 + 2 ⇒ (10) + 1 + 2 = 13

Done!


M American Nerd 3/Cleric 1

Celeste encounters the Malfunctioning Deathtrap

Celeste will discard Thieves' Tools to succeed.

Celeste will cast Detect Magic.

Examine Hyena --
Trigger: Celeste takes two damage - Bestiary of Garund and Appleslayer
Celeste will cast Dazzle: 1d10 + 2 + 2d4 ⇒ (9) + 2 + (1, 1) = 13, dispatching the Hyena (but not by too much).

At the end of my turn, Celeste will recharge the Acid Jet to examine the top card of the Warehouse: Bonecrusher Master.

End of turn DEX DC 6 check: 1d8 ⇒ 1

Celeste takes damage: 1d4 - 1 ⇒ (2) - 1 = 1

Oh, look, Celeste has no cards in hand.

Celeste resets her hand, and ends her turn.

Celeste wrote:

Hand: Sage's Journal, Acadamae Student, Blessing of the Elements, Zae, Blessing of the Ancients, Blessing of the Gods A,

Displayed:
Deck: 6 Discard: 3 Buried: 0
Notes: If your attempts include elemental types, then feel free to use my BotE
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
    Celeste Deck Handler
    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 examine the top card of another location deck
    <Power 4>
    <Power 5>


    Enora's Deck Handler

    Oh Nethys, How do I get myself into these situations.

    I roll my eyes as if the gnoll guards are simply an inconvenience to my noble self. Immediately I scan the surrounding area and spot a glass pavilion not far away.

    Well, not the greatest cover, but I should be able to find some interesting scrolls or tomes within its walls. If I'm going to have to deal with these ruffians, might as well gain something out of it.

    I gracefully run over to the pavilion. Before I even enter the door, the glass allows me to see inside... straight into a hyena's home. The Hyena screeches, sending a chill down my spine. Turns out Hyena's don't appreciate their shelter's privacy being invaded.
    I should have known something like this would happen

    The razor sharp claws of the hyena shred my scroll of Acid Splash and my Fire Snake. I watch them drop to the ground and scowl to myself. I pull out my Remove Curse Scroll and begin chanting the words to transform it into a magic missile. In addition, I pull out my Binder's Tome and quickly skim through combat, giving me extra knowledge on how to utilize the missile to its fullest capabilities.

    Combat 9: 1d10 + 1d6 + 1d4 ⇒ (6) + (4) + (4) = 14

    The missile strikes true, and the Hyena screeches as it falls to the ground. As my Remove Curse Scroll dissipates, the Acid Splash scroll is formed in front of me, and slots itself into my backpack. I'll Save that for later.

    I then turn, and ask my Magical Child to scout ahead and report back. Even though she is young, the wisdom in that one is strong, and I trust her to do well.

    I run into a scroll for the Flames of the Faithful, and although it requires divine expertise, I have a desire to acquire. I suddenly curse myself for letting the Hyena ruin my Fire Snake, as I would have been able to acquire this easily.

    Wisdom 5: 1d6 ⇒ 1

    Unfortunately, my wisdom does not shine bright today, and I am forced to leave the broken spell behind, rotting in the corner.

    Throughout all this commotion, a gnoll guard notices me strolling through the pavilion. He starts marching towards me, and I'm forced to think on my feet.

    Diplomacy 6: 1d10 + 1 ⇒ (1) + 1 = 2

    However, before I can even get a word out, the guard shoots a bolt from his crude crossbow.
    If only he had given me a chance

    Scenario Damage: 1d4 - 1 ⇒ (1) - 1 = 0

    Luckily, the guard's aim was way off because of his rushed shooting, and I was able to slip out of his sight without getting hit. I figure this is a good place to rest, and begin restocking for the next leg of the race to freedom.

    Enora wrote:

    Hand: Blessing of the Spellbound 2, Binder's Tome, Bestiary of Garund, Burning Snot, Mind Thrust, Blessing of the Spellbound 3,

    Displayed:
    Deck: 6 Discard: 3 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.


    Enora, you didn’t need to take 2 damage from the hyena - that only happens if you examine the card.


    Oloch Deck Handler

    @Elinnea, I talked to Eslibedesh about that this morning and the Location power requires that you to Examine the top card of the location deck so the 2 damage is legit. However, I do think he missed his regular exploration. The Location "Examine Power" kicks in and that causes him to examine the Hyena which causes damage and causes him to encounter the Hyena, then he used the Ally to explore again, but he never actually took his free explore. I don't think it will effect my turn at all, so I'll probably still take my turn soonish, but I let him know that as well.


    Whoops, you’re totally right. The free explore is technically optional, so the turn could stand as-is if he doesn’t want to deal with a ret-con. I’ll leave that up to Eslibedesh.


    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: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.

    Villain:

    Bonecrusher Master
    Villain B
    Type: Monster
    Traits: Gnoll Rogue
    To Defeat: Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

    Henchmen:

    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
    Before you act, recharge an ally.
    If undefeated, search your deck for an ally and bury it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Additional Rules: Adventure Deck number: 1
    Turn: 5, Oloch/Glmry

    Random Cards:

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

    Spoiler:
    Magma Spirit
    Monster B
    Traits:
    Elemental
    Outsider
    Fire
    Basic
    To Defeat:
    Combat 9
    The Magma Spirit is immune to the Fire trait_
    If the check to defeat has the Cold trait, add 1 die_
    Before you act, each charcter at your location is dealt 1 Fire Damage_

    Spoiler:
    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_

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

    Spoiler:
    Death Hound
    Monster C
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
    If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

    Barriers
    Spoiler:
    The First 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, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

    Spoiler:
    Dry Quicksand
    Barrier C
    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_

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

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

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

    Weapons
    Spoiler:
    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_

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

    Spoiler:
    Chakram
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Elite To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8_
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Spoiler:
    Scimitar
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Elite To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1_ If not proficient with weapons, the difficulty of this check is increased by 4_

    Spoiler:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Spells
    Spoiler:
    Lightning Touch
    Spell C
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    Basic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4_
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_

    Spoiler:
    Sands of Time
    Spell 1
    Traits:
    Magic
    Arcane
    Divine To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_

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

    Spoiler:
    Remove Curse
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Recharge this card to banish a displayed card that has the Curse trait_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it_

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

    Armors
    Spoiler:
    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_

    Spoiler:
    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_

    Spoiler:
    Tussah Silk Coat
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

    Spoiler:
    Crocodile Skin Shield
    Armor B
    Traits:
    Shield
    Offhand
    Basic To Acquire:
    Constitution
    Fortitude 4
    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 Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

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

    Spoiler:
    Noxious Bomb
    Item C
    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_

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

    Spoiler:
    Bladeguard
    Item B
    Traits:
    Liquid
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 6
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
    Banish this card to reduce Acid damage dealt to a character at your location to 0_
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_

    Spoiler:
    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_

    Allies
    Spoiler:
    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_

    Spoiler:
    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_

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

    Spoiler:
    Embalmer
    Ally C
    Traits:
    Human
    Hireling
    Basic To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check_
    Bury this card to evade a monster that has the Undead trait_
    Discard this card to explore your location_

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

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 25

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Aric:
    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_
    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 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_
    Oloch:
    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 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 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
    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 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 10
    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 11
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 12
    Blessing of 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 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 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 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 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 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 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 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 20
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to any check to defeat a barrier_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 21
    Blessing of the 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 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 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 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 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_

    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:
    Tussah Silk Coat
    Armor C
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0_ If proficient with light armors, bury it instead_

    Dilapidated Plaza Card 2:
    The Second Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it_
    Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_

    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:
    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_

    Dilapidated Plaza Card 5:
    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_

    Dilapidated Plaza Card 6:
    Caryatid Column
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits_
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2_

    Dilapidated Plaza Card 7:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Dilapidated Plaza Card 8:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Dilapidated Plaza Card 9:
    Remove Curse
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Recharge this card to banish a displayed card that has the Curse trait_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it_

    Dilapidated Plaza Card 10:
    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_
    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Enora/Eslibedesh,

    Glass Pavilion 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_

    Glass Pavilion Card 2:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Glass Pavilion Card 3:
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8
    If defeated, you may explore again_
    If undefeated, you are dealt 1d4 Combat damage_ Then examine the top card of your location deck_ If it is a bane, encounter it_ If it is a boon, banish it and examine the top card of your location deck_

    Glass Pavilion Card 4:
    Blessing of Bastet
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_

    Glass Pavilion Card 5:
    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_

    Glass Pavilion Card 6:
    Acid Mantis
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
    If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

    Glass Pavilion Card 7:
    Bladeguard
    Item B
    Traits:
    Liquid
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 6
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
    Banish this card to reduce Acid damage dealt to a character at your location to 0_
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_

    Glass Pavilion Card 8:
    Hurtling Tiles Trap
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, items may not be played_
    If defeated, you may explore your location_
    If undefeated, you are dealt 1d4 Ranged combat damage_

    Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Celeste/k012857,

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

    Stonework Passages Card 2:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

    Stonework Passages Card 3:
    Khopesh
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Stonework Passages Card 4:
    Holy Light
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Elite To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

    Stonework Passages Card 5:
    Armor of the Sands
    Armor C
    Traits:
    Clothing
    Magic
    Arcane
    Divine
    Elite To Acquire:
    Constitution
    Fortitude 6
    OR Arcane
    Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_

    Stonework Passages Card 6:
    Blessing of Horus
    Blessing C
    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_

    Stonework Passages Card 7:
    Void Glyph
    Barrier 1
    Traits:
    Trigger
    Trap
    Cold
    Arcane
    Veteran
    To Defeat:
    Intelligence
    Arcane
    Knowledge 6
    OR Wisdom 8
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced_
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_

    Stonework Passages Card 8:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    Brickworks Card 2:
    Shrieking Plant
    Barrier 1
    Traits:
    Trigger
    Obstacle
    Plant
    Elite
    To Defeat:
    Wisdom
    Stealth
    Perception
    Survival 8
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated_
    If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined_ Then banish the Shrieky Plant_

    Brickworks Card 3:
    Mad Dog Marrn
    Ally 1
    Traits:
    Halfling
    Barbarian
    Hireling To Acquire:
    Survival
    Charisma
    Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
    Recharge this card to add 1d8 to the Survival check of a character at your location_
    Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

    Brickworks Card 4:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Brickworks Card 5:
    Poisoned Sand Tube
    Weapon B
    Traits:
    Blowgun
    Ranged
    Poison
    Alchemical
    Elite To Acquire:
    Intelligence
    Craft
    Knowledge
    Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_

    Brickworks Card 6:
    Explorer's Staff
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check_
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

    Brickworks Card 7:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

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

    Brickworks Card 9:
    Terhk Fourwinds
    Ally C
    Traits:
    Half-Orc
    Fighter To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile_
    At the end of your turn, recharge this card to move to another location_
    Discard this card to explore your location_

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

    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 ?: 1
    Located/Displayed Here: None

    Warehouse Card 1 (Bonecrusher Master):
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Warehouse Card 2:
    Acid Flask
    Item B
    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_

    Warehouse Card 3:
    Flame Staff
    Item C
    Traits:
    Staff
    Attack
    Fire
    Magic
    Basic To Acquire:
    Arcane
    Divine 4
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell_

    Warehouse Card 4:
    Death Hound
    Monster B
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
    If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

    Warehouse Card 5:
    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_

    Warehouse Card 6:
    Memories of Violence
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
    At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_

    Warehouse Card 7:
    Tomb Raider
    Ally C
    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_

    Warehouse Card 8:
    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_

    Warehouse Card 9:
    Wall Scythes
    Barrier B
    Traits:
    Obstacle
    Trap
    Slashing
    Basic
    To Defeat:
    Dexterity
    Acrobatics 4
    OR Disable 6
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_

    Warehouse Card 10:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeletal Jackal is immune to the Cold, Mental, and Poison traits_
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3_

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

    Quarry Card 1 (Kukri):
    Kukri
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Quarry Card 2:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Quarry Card 3:
    Potion of Energy Resistance
    Item B
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 4
    Banish this card and choose a character at your location_ Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4_

    Quarry Card 4:
    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_

    Quarry Card 5:
    Djinni Quarterstaff
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee 6
    OR Arcane
    Divine 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_

    Quarry Card 6:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Quarry Card 7:
    Porcupine
    Ally B
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_
    Discard this card to explore your location_


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    Oloch Deck Handler

    With the grace of an Orc, Oloch crosses the scaffolding behind the Vigilante. Which is to say with every step, he knocks over pails, tools, and anything else in his way as the scaffold wobbles and breaks beneath his feet. The racket from it all alerts a nearby gnoll who ambushes the Vigilante on the other side. As the Gnoll falls it drops its Kukri. With little time to spare, Oloch reaches for Kukri before it falls over the edge.

    Melee 4: 1d12 + 1 ⇒ (2) + 1 = 3

    Drats! The Kukri falls just out of reach and down into the chasm.

    Since I did not have combat on my turn, I will examine the top card of my deck. It's the Gnoll Slaver which has a trigger to encounter at +3 difficulty. I have no allies in hand to recharge.

    As I reach for the weapon I catch a glimpse of one of the Slavers out of the corner of my eye charging at me obviously alerted to our presence by the sound of the fallen scaffolding.

    "Fresh Meat" I snarl with a smirk as the frenzied Slaver launches his first and only attack.

    Calling on the Power of the Gods, I launch a flurry of punches at the Slaver!
    Discard my BotG
    Melee 13: 2d12 + 1 ⇒ (6, 11) + 1 = 18
    Defeated by less than 7
    With the last punch, the Slaver falls dead at my feet. My smirk now turning to a deadly sneer at the remaining gnolls that had come to check out the commotion.

    "Take this sacrifice Gorum and guide my hand in all things."

    Celeste, can you please Recharge your Blessing of the Ancients for the Close Check. Don't want to risk it and it's a recharge because the top Blessing is basic.

    Fortitude 7: 2d8 + 3 ⇒ (8, 8) + 3 = 19
    And didn't need the blessing after all. Better safe than sorry.
    As the Slave falls over dead, the remaining gnolls in the area scrambled to get away from Oloch as he stands over their fallen leader and the Quarry is closed.

    "This." I gesture at the dead gnoll and the gnolls running in terror. "This is what I was bred to do. May Gorum accept your souls."

    I'll be heading to the Brickworks next.

    Oloch wrote:

    Hand: Chain Mail, Tussah Silk Coat, Filter Hood , Hammer

    Displayed:
    Deck: 11 Discard: 1 Buried: 0
    Notes: Feel free to use my Hammer for a +1 if needed for closes/Henchmen.
    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 [x] +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 character 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.

    The Exchange Reward, Society Initiate
    [ ] Master of Trade (Exchange Faction Reward): After the roll on your check to acquire a weapon, an armor, or an item, check the box that precedes this reward to add 1d6; take the new result.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] All of the cards offered by a trader you visit have an adventure deck number lower than that of the current scenario.
    [ ] Succeed at a Craft non-combat check to acquire or defeat.


    Enora's Deck Handler

    I'm gonna go ahead and leave my turn as-is. I think we are in a good enough place rn, we aren't super pressed on time and we know where the villain is so it should make this scenario somewhat straightforward. I apologize for the mistake!


    Deck Handler for Aric/RedRaven - Dinketry

    The Red Raven nods to Oloch as he leaves the quarry.

    "It was good hunting with you, Warpriest. May your talons remain sharp!"

    Once out of sight of the half-orc, the vigilante unmasks and quickly transforms back into his public persona, Aric. He then heads back towards the plaza.

    "I must find out what has become of that scar-faced slave!" Aric proclaims to no one in particular.

    Change back into Aric. Exchange my Magnifying Glass for my Silver Balladeer. Move to the Dilapidated Plaza. Explore and encounter the Tussah Silk Coat.

    "Mmmmm! Is this real silk?"

    Constitution (4) Check: 1d6 ⇒ 5 SUCCESS!

    "Why, yes, what? This is real silk! Real dirty, too, but real silk, hmmm! Here, songbird, take this to the cleaners, please."

    Acquire Tussah Silk Coat. Discard Silver Balladeer to explore again. Encounter The Second Law.

    As soon as the bard departs, a trio of trumpets heralds a message, proclaimed via magical amplification, heard all around the slaver compound.

    "All hear and obey the Second Law!!!"

    The Second Law:
    Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

    "What blasted noise might that be?" complains Aric, squeezing his eyes shut tightly against the noise. As the tumult fades, Aric peeks out from his eyes, catching a glimpse of what lies in wait.

    End turn. No combat, so I can examine the top card of the location deck. Examine Ghost Scorpion; it has a trigger that deals me 1 Poison damage and then forces my encounter. Recharge Tussah Silk Coat to reduce Poison damage. Recharge Mask of the Red Raven to immediately transform into the Red Raven!

    Aric sees a pale white scorpion poised to sting him with its tail! Instinctively, Aric pulls his silk coat off and on top of the scorpion, then pulls his raven's mask from his pack. In a flash, the Red Raven appears!

    "I have said it before; I will say it again! Ravens eats insects for dinner!!!"

    Use Kama as Finesse weapon.

    Melee (9) Check: 1d10 + 1 + 3 + 1d6 ⇒ (5) + 1 + 3 + (4) = 13 SUCCESS!

    CRUNCH! The Red Raven stabs the scuttling insect through and picks it up. Inspecting it with disdain, the vigilante tosses the twitching carcass aside.

    END TURN. Reset hand.

    The Red Raven wrote:

    Hand: Burglar's Buckler, Kama, Psychic Detective, Patrician's Coat,

    Displayed:
    Deck: 10 Discard: 2 Buried: 1
    Notes:
    Sideboard cards: Magnifying Glass, Mancatcher, Punching Dagger,

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X] +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

    Discard Blessing of the Ancients from the blessings deck.

    Reveal Zae to recharge Appleslayer

    Explore: Scarab Swarm (Combat 6+2)
    STR + recharge BotE + discard Zae: 1d4 + 1d4 + 1d8 ⇒ (1) + (4) + (1) = 6
    Take 2 damage (reduced by 1) - discard Sage's Journal

    End of turn:
    Recharge Acadamae Student to examine the top of Brickworks -- Alchemical Gas
    CHA DC 6: 1d10 ⇒ 8
    Reset hand
    Done

    Celeste wrote:

    Hand: Force Missile, Steal Book, Blessing of the Gods B, Detect Magic, Dazzle, Blessing of the Gods A,

    Displayed:
    Deck: 5 Discard: 4 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
    Celeste Deck Handler
    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 examine the top card of another location deck
    <Power 4>
    <Power 5>


    A note to all: I added the text for the Second Law under the additional rules section. Remember to take it into account if you encounter a barrier.

    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: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.

    Villain:

    Bonecrusher Master
    Villain B
    Type: Monster
    Traits: Gnoll Rogue
    To Defeat: Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

    Henchmen:

    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
    Before you act, recharge an ally.
    If undefeated, search your deck for an ally and bury it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Additional Rules: Adventure Deck number: 1

    The Second Law:

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

    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.

    Turn: 8, Enora/Eslibedesh

    Random Cards:

    Monsters
    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_

    Spoiler:
    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_

    Spoiler:
    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_

    Spoiler:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
    The Sand Creeper is immune to the Piercing and Slashing traits_
    Before you act, recharge all cards in your hand that have the Electricity trait_

    Spoiler:
    Acid Mantis
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
    If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

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

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

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

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

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

    Weapons
    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_

    Spoiler:
    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_

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

    Spoiler:
    Fire Kukri +1
    Weapon 1
    Traits:
    Knife
    Melee
    Slashing
    Fire
    Magic
    Elite To Acquire:
    Strength
    Melee
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Spoiler:
    Glacial Khopesh +1
    Weapon 1
    Traits:
    Sword
    Melee
    Slashing
    Cold
    Magic
    Elite To Acquire:
    Strength
    Melee 9
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1_ If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled_
    Recharge this card to ignore a non-villain bane's power that happens after you act_

    Spells
    Spoiler:
    Flames of the Faithful
    Spell 1
    Traits:
    Magic
    Divine
    Fire
    Veteran To Acquire:
    Wisdom
    Divine 5
    Display this card next to your deck_ While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait_ At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check_ If you succeed, recharge this card; if you fail, discard it_

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

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

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

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

    Armors
    Spoiler:
    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_

    Spoiler:
    Crocodile Skin Madu
    Armor B
    Traits:
    Shield
    Offhand
    Elite To Acquire:
    Constitution
    Fortitude 3
    OR Melee 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
    Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check_ If proficient with light armor, you may play another armor on this check_

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

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

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

    Items
    Spoiler:
    Bladeguard
    Item C
    Traits:
    Liquid
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 6
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
    Banish this card to reduce Acid damage dealt to a character at your location to 0_
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_

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

    Spoiler:
    Flash Freeze
    Item B
    Traits:
    Liquid
    Cold
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 5
    Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits_
    Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check_

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

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

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

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

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

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

    Spoiler:
    Pahmet Clansman
    Ally C
    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_

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 22

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Oloch:
    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_
    Aric:
    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_
    Celeste:
    Spoiler:
    Blessings Deck Card 3
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to any check to defeat a barrier_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Enora:
    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
    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 Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 7
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card 8
    Blessing of the 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 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 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 the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 12
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 13
    Blessing of 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 Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 15
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 16
    Blessing of 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 17
    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 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 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 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 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 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_

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

    Dilapidated Plaza Card 1:
    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_

    Dilapidated Plaza Card 2:
    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_

    Dilapidated Plaza Card 3:
    Caryatid Column
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits_
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2_

    Dilapidated Plaza Card 4:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Dilapidated Plaza Card 5:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Dilapidated Plaza Card 6:
    Remove Curse
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Recharge this card to banish a displayed card that has the Curse trait_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it_

    Dilapidated Plaza Card 7:
    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_

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Enora/Eslibedesh,

    Glass Pavilion 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_

    Glass Pavilion Card 2:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Glass Pavilion Card 3:
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8
    If defeated, you may explore again_
    If undefeated, you are dealt 1d4 Combat damage_ Then examine the top card of your location deck_ If it is a bane, encounter it_ If it is a boon, banish it and examine the top card of your location deck_

    Glass Pavilion Card 4:
    Blessing of Bastet
    Blessing C
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_

    Glass Pavilion Card 5:
    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_

    Glass Pavilion Card 6:
    Acid Mantis
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
    If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

    Glass Pavilion Card 7:
    Bladeguard
    Item B
    Traits:
    Liquid
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 6
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
    Banish this card to reduce Acid damage dealt to a character at your location to 0_
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_

    Glass Pavilion Card 8:
    Hurtling Tiles Trap
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, items may not be played_
    If defeated, you may explore your location_
    If undefeated, you are dealt 1d4 Ranged combat damage_

    Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Celeste/k012857,

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

    Stonework Passages Card 2:
    Khopesh
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

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

    Stonework Passages Card 4:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

    Stonework Passages Card 5:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from_

    Stonework Passages Card 6:
    Blessing of Horus
    Blessing C
    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_

    Stonework Passages Card 7:
    Holy Light
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Elite To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

    Stonework Passages Card 8:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    Brickworks Card 2:
    Shrieking Plant
    Barrier 1
    Traits:
    Trigger
    Obstacle
    Plant
    Elite
    To Defeat:
    Wisdom
    Stealth
    Perception
    Survival 8
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated_
    If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined_ Then banish the Shrieky Plant_

    Brickworks Card 3:
    Mad Dog Marrn
    Ally 1
    Traits:
    Halfling
    Barbarian
    Hireling To Acquire:
    Survival
    Charisma
    Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
    Recharge this card to add 1d8 to the Survival check of a character at your location_
    Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

    Brickworks Card 4:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Brickworks Card 5:
    Poisoned Sand Tube
    Weapon B
    Traits:
    Blowgun
    Ranged
    Poison
    Alchemical
    Elite To Acquire:
    Intelligence
    Craft
    Knowledge
    Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_

    Brickworks Card 6:
    Explorer's Staff
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check_
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

    Brickworks Card 7:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

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

    Brickworks Card 9:
    Terhk Fourwinds
    Ally C
    Traits:
    Half-Orc
    Fighter To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile_
    At the end of your turn, recharge this card to move to another location_
    Discard this card to explore your location_

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

    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 ?: 1
    Located/Displayed Here: None

    Warehouse Card 1 (Bonecrusher Master):
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Warehouse Card 2:
    Acid Flask
    Item B
    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_

    Warehouse Card 3:
    Flame Staff
    Item C
    Traits:
    Staff
    Attack
    Fire
    Magic
    Basic To Acquire:
    Arcane
    Divine 4
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell_

    Warehouse Card 4:
    Death Hound
    Monster B
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
    If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

    Warehouse Card 5:
    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_

    Warehouse Card 6:
    Memories of Violence
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
    At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_

    Warehouse Card 7:
    Tomb Raider
    Ally C
    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_

    Warehouse Card 8:
    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_

    Warehouse Card 9:
    Wall Scythes
    Barrier B
    Traits:
    Obstacle
    Trap
    Slashing
    Basic
    To Defeat:
    Dexterity
    Acrobatics 4
    OR Disable 6
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_

    Warehouse Card 10:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeletal Jackal is immune to the Cold, Mental, and Poison traits_
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3_
    Quarry
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Oloch/Glmry,


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    Enora's Deck Handler

    I get up and brush myself off, ready to head forward once again through the Pavilion of Glass. Through the walls, I am able to spot a shrine to the god Horus, and I march forward to attempt to gain his praise.

    Encounter Blessing of Horus, recharge Blessing of the Spellbound becuase it invokes divine

    As I kneel down at the shrine, seeking the knowledge of the God Horus, I feel Nethys's approval wash over me. With my newfound strength, I begin my prayer.

    Dexterity 6: 2d6 ⇒ (4, 3) = 7

    I feel the overwhelming knowledge of the God of the Sky wash over me, and feel blessed with his intellect.

    Looking forward into the pavilion, I am able to spot a Gnoll slaver. I panic and duck behind the shrine, but not fast enough. The slaver roars and marches towards me, furious that I escaped his clutches. His rage turns him red, and he cracks his whip to strike fear into me. However, I'm prepared for his assault. I quickly reach into my mind, gathering all of the knowledge and information I can muster. I pull out my Tome as well, and am able to gather that information into my beam.
    Using Mind Thrust and Binder's Tome with the Blessing of the Spellbound for combat check
    Combat 13: 2d10 + 4 + 1d6 + 1d4 ⇒ (8, 5) + 4 + (1) + (4) = 22

    I unleash the calculated beam of my mind, and it strikes the slaver square in the forehead. He collapses, and as the beam dissipates, the scroll for the Fire Snake appears and slots itself into my backpack.
    Simply a pack of Ruffians.
    Arcane 9 Recharge: 1d10 + 2 ⇒ (8) + 2 = 10

    Luckily, I am also able to retain the scroll for my Mind Thrust, and slot that away as well. Preparing to lock the door to this pavilion for good, I call upon my newfound knowledge of Horus.
    Closing Wisdom 6: 2d6 ⇒ (3, 3) = 6

    I hear a bell toll as the location rumbles closed, peace settling upon the landscape. I sit and relax, preparing for the next leg of the journey.


    Enora's Deck Handler

    oops, heres my hand/info

    Enora wrote:

    Hand: Blessing of the Spellbound 1, Binder's Tome, Bestiary of Garund, Burning Snot, SpellBook, Electrified Web,

    Displayed:
    Deck: 7 Discard: 3 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

    After checking to see if Celeste is OK, I ponder my next move. The Sorceress has illuminated a stream of gas between the Quarry and the Brickworks.

    I begin to ponder my predicament.

    "The Exchange would reward me handsomely if I could figure out how that trap is made."

    The Second Law could call down the Voices of the Spire if I'm not careful, but I do have my trusty Hammer.

    Never one to back from a challenge, I begin to investigate the trap using what minimal crafting skill I've picked up over the years. Eventually, I am able to find the weak point in the mechanism.

    I ask the Arcanist to bless me and swing my Hammer on the point on the weakest point of the trap.

    @Enora please discard your Blessing of Spellbound.

    Craft 7: 2d4 + 1d6 ⇒ (2, 2) + (4) = 8

    SUCCESS!

    "All hear and obey the Second Law!"

    Second Law: 1d6 ⇒ 5

    "For now you are safe."

    No combat means I examine the top of my location.

    Crushing the trigger mechanism on the Alchemical Gas has woken a Shrieking Plant!

    Stealth 9: 1d4 ⇒ 1

    The plant excitedly begins to calls out to my location to anyone who is near in the most painful shrieking voice I've ever heard.

    "CRAWWWWKK!! OVER HERE!!! OVER HERE!!! CRAWWKK!! SOMEONE KILL THE HALF-ORC!!! CRAWWWWWWWWWWWWWKKKKKKK!!!!!!"

    Examine top 3 Cards of my location and encounter the first monster.

    1 - Mad Dog Marrn (Ally 1)
    2 - Blowgun (Weapon B)
    3 - Poisoned Sand Tube (Weapon B)
    No Triggers and no monsters.

    I ready my fists to take the fight to the first gnoll dumb enough to head the call of the plant. 15 seconds pass, 30, a minute and still nothing comes to call.

    "These gnolls may be smarter than I thought."

    The plant finally falls over exhausted and I step back and reassess the situation.

    I am wearing entirely too much armor for this ragtag group of gnolls. I will remove my Chainmail before I continue on.

    If I'm understanding these Society rewards correctly, I succeeded at a Craft check, so I get one more Charge of my Exchange Reward. If this isn't how that works, I took a huge chance for nothing :)

    So 2 of the three weapons in the Brickworks are useless, but there is an Ally 1 here. I'm ready to go ahead and plan for the villain if everyone is done collecting loots. I should be good for the temp close here at the Brickworks. I'll just slowly work my way through here until we're ready.

    Oloch wrote:

    Hand: Tussah Silk Coat, Filter Hood , Blessing of the Samurai 1, Blessing of the Samurai 2

    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 [x] +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 character 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.

    The Exchange Reward, Society Initiate
    [ ] Master of Trade (Exchange Faction Reward): After the roll on your check to acquire a weapon, an armor, or an item, check the box that precedes this reward to add 1d6; take the new result.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [ ] All of the cards offered by a trader you visit have an adventure deck number lower than that of the current scenario.
    [x] Succeed at a Craft non-combat check to acquire or defeat.


    Deck Handler for Aric/RedRaven - Dinketry

    The vigilante unmasks again, returning to his nobleman's persona.

    I must endeavour to see the best in people. It truly is the only way towards redemption.

    Change into Aric. Change Burglar's Buckler for Mancatcher in my hand. Explore top card. Encounter The Evil Eye.

    A gaunt child walks in front of the nobleman holding a mewling kitten. The child fixes Aric with a look and holds a finger up in front of his cracked lips.

    "Shhhhh..." the child says. Aric feels a taint of evil on his soul and shivers.

    "I am a good person!" Aric spouts. "I will be redeemed!"

    Diplomacy (6+2) Check: 1d10 + 3 ⇒ (6) + 3 = 9 SUCCESS!

    "All hear and obey the Second Law!" the child says.

    1d6 ⇒ 6 Whew.

    "Yes, yes, what? How about a few coppers?" Aric pays the child, the cat hisses at him, and the urchin scampers off.

    Aric looks to his fortune teller. "Would you mind looking ahead?" The Varisian mystic does as bidden.

    Discard Psychic Detective to examine the top card of my location. It is a Toxic Geyser. Thankfully there is no trigger. I will not explore.

    Aric sighs with the information from the Varisian. "Yes, perhaps the Red Raven is needed."

    End Turn.

    Aric wrote:

    Hand: Onmyoji, Kama, Blessing of the Spy 2, Patrician's Coat, Mancatcher, Masque, Character Name:

    Displayed: Aric
    Deck: 7 Discard: 3 Buried: 1 Hand Size:
    Notes: 6
    Sideboard cards: Magnifying Glass, Burglar's Buckler, Punching Dagger,

    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 [X] +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.


    Enora's attack would have shuffled another monster into the location, but since you closed it right away it didn't matter. Gimry's understanding is correct - you now have two uses of the Exchange reward available.

    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: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.

    Villain:

    Bonecrusher Master
    Villain B
    Type: Monster
    Traits: Gnoll Rogue
    To Defeat: Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

    Henchmen:

    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
    Before you act, recharge an ally.
    If undefeated, search your deck for an ally and bury it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Additional Rules: Adventure Deck number: 1

    The Second Law:

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

    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.

    Turn: 11, Celeste/k012857

    Random Cards:

    Monsters
    Spoiler:
    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_

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

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

    Spoiler:
    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_

    Spoiler:
    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_

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

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

    Spoiler:
    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_

    Spoiler:
    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_

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

    Weapons
    Spoiler:
    Kukri
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

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

    Spoiler:
    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_

    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_

    Spoiler:
    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_

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

    Spoiler:
    Remove Curse
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Recharge this card to banish a displayed card that has the Curse trait_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it_

    Spoiler:
    Holy Light
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Elite To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

    Spoiler:
    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_

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

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

    Spoiler:
    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_

    Spoiler:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
    If proficient with light armors, you may recharge this card to examine the top card of your location_

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

    Spoiler:
    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_

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

    Spoiler:
    Twitch Tonic
    Item B
    Traits:
    Liquid
    Alchemical To Acquire:
    Intelligence
    Craft 6
    Discard this card to examine the top card of your location, then explore your location_
    Banish this card to draw all the allies in your discard pile_ Then you may shuffle any number of ally cards into your deck_

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

    Spoiler:
    Seer’s Tea
    Item B
    Traits:
    Liquid
    Magic To Acquire:
    Intelligence
    Wisdom 4
    Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_

    Spoiler:
    Crowbar
    Item B
    Traits:
    Tool
    Basic To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die_
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it_

    Allies
    Spoiler:
    Porcupine
    Ally B
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_
    Discard this card to explore your location_

    Spoiler:
    Pard
    Ally C
    Traits:
    Animal To Acquire:
    Wisdom
    Survival 7
    OR Charisma
    Diplomacy 10
    Recharge this card to add your Charisma skill to your combat check_
    Recharge this card to add 1d4 to a combat check at another location_
    Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck_

    Spoiler:
    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_

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

    Spoiler:
    Camel
    Ally B
    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_

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

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 19

    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
    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.
    Aric:
    Spoiler:
    Blessings Deck Card 3
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Celeste:
    Spoiler:
    Blessings Deck Card 4
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    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 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 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 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 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 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 13
    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 14
    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 15
    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 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 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 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 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_

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

    Dilapidated Plaza Card 1 (Toxic Geyser):
    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_

    Dilapidated Plaza Card 2:
    Caryatid Column
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits_
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2_

    Dilapidated Plaza Card 3:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Dilapidated Plaza Card 4:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Dilapidated Plaza Card 5:
    Remove Curse
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Recharge this card to banish a displayed card that has the Curse trait_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it_

    Dilapidated Plaza Card 6:
    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_

    Glass Pavilion
    Closed
    At This Location: At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Enora/Eslibedesh,

    Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Celeste/k012857,

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

    Stonework Passages Card 2:
    Khopesh
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

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

    Stonework Passages Card 4:
    Echoes of Confusion
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
    At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

    Stonework Passages Card 5:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from_

    Stonework Passages Card 6:
    Blessing of Horus
    Blessing C
    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_

    Stonework Passages Card 7:
    Holy Light
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Elite To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

    Stonework Passages Card 8:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Glmry

    Brickworks Card 1 (Mad Dog Marrn):
    Mad Dog Marrn
    Ally 1
    Traits:
    Halfling
    Barbarian
    Hireling To Acquire:
    Survival
    Charisma
    Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
    Recharge this card to add 1d8 to the Survival check of a character at your location_
    Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

    Brickworks Card 2 (Blowgun):
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Brickworks Card 3 (Poisoned Sand Tube):
    Poisoned Sand Tube
    Weapon B
    Traits:
    Blowgun
    Ranged
    Poison
    Alchemical
    Elite To Acquire:
    Intelligence
    Craft
    Knowledge
    Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_

    Brickworks Card 4:
    Explorer's Staff
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check_
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

    Brickworks Card 5:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Brickworks Card 6:
    Yellow Jelly
    Monster C
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits_
    If your check to defeat has the Acid or Cold trait, add 3_
    After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage_

    Brickworks Card 7:
    Terhk Fourwinds
    Ally C
    Traits:
    Half-Orc
    Fighter To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile_
    At the end of your turn, recharge this card to move to another location_
    Discard this card to explore your location_

    Brickworks Card 8:
    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_

    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 ?: 1
    Located/Displayed Here: None

    Warehouse Card 1 (Bonecrusher Master):
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Warehouse Card 2:
    Acid Flask
    Item B
    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_

    Warehouse Card 3:
    Flame Staff
    Item C
    Traits:
    Staff
    Attack
    Fire
    Magic
    Basic To Acquire:
    Arcane
    Divine 4
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell_

    Warehouse Card 4:
    Death Hound
    Monster B
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
    If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

    Warehouse Card 5:
    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_

    Warehouse Card 6:
    Memories of Violence
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
    At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_

    Warehouse Card 7:
    Tomb Raider
    Ally C
    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_

    Warehouse Card 8:
    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_

    Warehouse Card 9:
    Wall Scythes
    Barrier B
    Traits:
    Obstacle
    Trap
    Slashing
    Basic
    To Defeat:
    Dexterity
    Acrobatics 4
    OR Disable 6
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_

    Warehouse Card 10:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeletal Jackal is immune to the Cold, Mental, and Poison traits_
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3_
    Quarry
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


    M American Nerd 3/Cleric 1

    Discard Blessing of Abadar from the blessings deck.

    Explore: Void Glyph
    Arcane DC 8 and BotGA: 3d10 + 2 ⇒ (2, 7, 6) + 2 = 17. Too much! Get a monster in the location.

    I trigger the First Law, and encounter Voices of the Spire.
    CHA DC 10 and BotGB: 2d10 ⇒ (5, 8) = 13

    Cast Detect Magic (There are still eight cards in the location. The seven that were left, and the one new monster. I'm going to roll a d8, and on a 1, it is the new monster otherwise it is card 2 through 8)Card on top is: 1d8 ⇒ 4 I display Echoes of Confusion next to my deck.

    End of turn.
    Recharge Dazzle to look at the top of Brickworks
    WIS DC 6 for Echoes of confusion: 1d6 ⇒ 2. Remain confused.

    Reset hand.
    done.

    Celeste wrote:

    Hand: Force Missile, Acid Jet, Blessing of the Ancients, Appleslayer, Blessing of the Elements, Acadamae Student,

    Displayed: Echoes of Confusion,
    Deck: 3 Discard: 6 Buried: 0
    Notes: I could use a heal at some point.
    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
    Celeste Deck Handler
    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 examine the top card of another location deck
    <Power 4>
    <Power 5>


    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: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or you are dealt 1d4-1 Ranged Combat damage.

    Villain:

    Bonecrusher Master
    Villain B
    Type: Monster
    Traits: Gnoll Rogue
    To Defeat: Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

    Henchmen:

    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
    Before you act, recharge an ally.
    If undefeated, search your deck for an ally and bury it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Additional Rules: Adventure Deck number: 1

    Turn: 12, Enora/Eslibedesh

    Random Cards:

    Monsters
    Spoiler:
    Crystal Stalker
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it_
    If the check to defeat has the Acid trait, add 3_

    Spoiler:
    Sand Creeper
    Monster B
    Traits:
    Trigger
    Elemental
    Outsider
    Basic
    To Defeat:
    Combat 9
    When you examine this card, succeed at a Perception 8 check_ If you fail this check, encounter this card_
    The Sand Creeper is immune to the Piercing and Slashing traits_
    Before you act, recharge all cards in your hand that have the Electricity trait_

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

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

    Spoiler:
    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_

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

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

    Spoiler:
    Hurtling Tiles Trap
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, items may not be played_
    If defeated, you may explore your location_
    If undefeated, you are dealt 1d4 Ranged combat damage_

    Spoiler:
    The First 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, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

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

    Weapons
    Spoiler:
    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_

    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_

    Spoiler:
    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_

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

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

    Spells
    Spoiler:
    Cure
    Spell B
    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_

    Spoiler:
    Holy Light
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Elite To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

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

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

    Spoiler:
    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_

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

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

    Spoiler:
    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_

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

    Spoiler:
    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_

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

    Spoiler:
    Seer’s Tea
    Item B
    Traits:
    Liquid
    Magic To Acquire:
    Intelligence
    Wisdom 4
    Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_

    Spoiler:
    Smoked Glass Goggles
    Item B
    Traits:
    Accessory To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_

    Spoiler:
    Crowbar
    Item B
    Traits:
    Tool
    Basic To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die_
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it_

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

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

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

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

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

    Spoiler:
    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_

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

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

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 18

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Oloch:
    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.
    Aric:
    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_
    Celeste:
    Spoiler:
    Blessings Deck Card 3
    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_
    Enora:
    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 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 6
    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 7
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 8
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 9
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 10
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 11
    Blessing of 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 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 13
    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 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 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 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 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 18
    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_

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

    Dilapidated Plaza Card 1 (Toxic Geyser):
    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_

    Dilapidated Plaza Card 2:
    Caryatid Column
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Combat 10
    The Caryatid Column is immune to the Attack, Mental, and Poison traits_
    If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2_

    Dilapidated Plaza Card 3:
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Dilapidated Plaza Card 4:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Dilapidated Plaza Card 5:
    Remove Curse
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Recharge this card to banish a displayed card that has the Curse trait_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it_

    Dilapidated Plaza Card 6:
    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_

    Glass Pavilion
    Closed
    At This Location: At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Enora/Eslibedesh,

    Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M: 2 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
    Located/Displayed Here: Celeste/k012857,

    Stonework Passages Card 1:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Stonework Passages Card 2:
    Blessing of Horus
    Blessing C
    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_

    Stonework Passages Card 3:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from_

    Stonework Passages Card 4:
    Khopesh
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Stonework Passages Card 5:
    Ubashki Swarm
    Monster 1
    Traits:
    Trigger
    Undead
    Mummy
    Swarm
    To Defeat:
    Combat 8
    THEN Combat 8
    When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
    The Ubashki Swarm is immune to the Mental and Poison traits_
    If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

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

    Stonework Passages Card 7:
    Holy Light
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Elite To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

    Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 0 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Glmry,

    Brickworks Card 1 (Mad Dog Marrn):
    Mad Dog Marrn
    Ally 1
    Traits:
    Halfling
    Barbarian
    Hireling To Acquire:
    Survival
    Charisma
    Diplomacy 9
    If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
    Recharge this card to add 1d8 to the Survival check of a character at your location_
    Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

    Brickworks Card 2 (Blowgun):
    Blowgun
    Weapon B
    Traits:
    Blowgun
    Dart
    Ranged
    Piercing
    Poison
    Basic To Acquire:
    Dexterity
    Ranged
    Knowledge 5
    For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6_
    When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check_

    Brickworks Card 3 (Poisoned Sand Tube):
    Poisoned Sand Tube
    Weapon B
    Traits:
    Blowgun
    Ranged
    Poison
    Alchemical
    Elite To Acquire:
    Intelligence
    Craft
    Knowledge
    Ranged 6
    For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_

    Brickworks Card 4:
    Explorer's Staff
    Weapon B
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Basic To Acquire:
    Strength
    Melee 2
    Discard this card to add 2 dice to your Disable check_
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6_

    Brickworks Card 5:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Brickworks Card 6:
    Yellow Jelly
    Monster C
    Traits:
    Ooze
    Acid
    Basic
    To Defeat:
    Combat 8
    The Yellow Jelly is immune to the Electricity, Mental, Poison, Slashing and Piercing traits_
    If your check to defeat has the Acid or Cold trait, add 3_
    After you act, if the roll exceeds 12, you are dealt 1d4 Acid damage_

    Brickworks Card 7:
    Terhk Fourwinds
    Ally C
    Traits:
    Half-Orc
    Fighter To Acquire:
    Charisma
    Diplomacy 7
    Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile_
    At the end of your turn, recharge this card to move to another location_
    Discard this card to explore your location_

    Brickworks Card 8:
    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_

    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 ?: 1
    Located/Displayed Here: None

    Warehouse Card 1 (Bonecrusher Master):
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Warehouse Card 2:
    Acid Flask
    Item B
    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_

    Warehouse Card 3:
    Flame Staff
    Item C
    Traits:
    Staff
    Attack
    Fire
    Magic
    Basic To Acquire:
    Arcane
    Divine 4
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell_

    Warehouse Card 4:
    Death Hound
    Monster B
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
    If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

    Warehouse Card 5:
    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_

    Warehouse Card 6:
    Memories of Violence
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card or if undefeated, display it next to your deck_
    While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
    At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_

    Warehouse Card 7:
    Tomb Raider
    Ally C
    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_

    Warehouse Card 8:
    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_

    Warehouse Card 9:
    Wall Scythes
    Barrier B
    Traits:
    Obstacle
    Trap
    Slashing
    Basic
    To Defeat:
    Dexterity
    Acrobatics 4
    OR Disable 6
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_

    Warehouse Card 10:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeletal Jackal is immune to the Cold, Mental, and Poison traits_
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3_
    Quarry
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here:


    Deck Handler for Aric/RedRaven - Dinketry

    I'll display my Gambeson to add 1 to my Diplomacy check.

    Temp Closure of Dilapidated Plaza:
    Diplomacy (4+1) Check: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19 AUTO-SUCCESS!


    Oloch Deck Handler

    I'll use one of my Blessings of the Samurai for my temp close which leaves one for Enora to use on her combat.

    Temp Closure of BrickWorks:

    Strength 5: 2d12 ⇒ (5, 6) = 11
    Nailed it.


    M American Nerd 3/Cleric 1

    Recharge Blessing of the Ancients.

    Temp closure of Stonework Passages:
    Survival 8: 2d8 + 4 ⇒ (5, 3) + 4 = 12


    Enora's Deck Handler

    Laying in the empty glass pavilion, I suddenly hear the shrieking of messenger hawks. First one, then 2, and finally 3 appear in the distance, flying straight towards me.

    Holy Nethys is everything alright? I think as I begin standing up, awaiting their arrival. One by one, the letters are dropped at my feet, and I pick them up slowly.
    "Enora,
    The BoneCrusher Master has been spotted patrolling the warehouse. I have barricaded the Brickworks, and have sent a message to the others to prepare barricading their locations as well for the final confrontation.
    May Gorum lend his strength,
    Oloch"

    Each one was similar, a notification of the barricaded buildings, and a proclamation of my hunt. The master was to be eliminated if we had any chance of escaping with our lives- and our quarry.

    Determined to make the escape once and for all, I begin marching towards the warehouse. Sure enough, before I even arrive I can hear the snarls and grunts of a Bonecrusher gnoll. Preparing to battle, I pull out both my Binder's Tome and my Bestiary of Garund, one in each hand. Reading simultaneously about the Gnolls and strengthening spellpower, I prepare myself for the fight ahead. I call upon my scroll of Burning Snot, and scowl. I cannot believe I am wasting what little dignity I have left with this nonsense.

    While preparing to launch the nuclear sneeze, I feel the god's strength flow through me in the form of Celeste's Blessing of the Elements and Oloch's Blessing of the Samurai. Although I'm no samurai, I can certainly use the help. All charged up and ready to fight, I jump out of the rock I was hiding behind. The Gnoll Master Shrieks, and marches towards me.

    combat 11: 3d10 + 2 + 1d6 + 2d4 ⇒ (5, 10, 2) + 2 + (5) + (2, 1) = 27

    As I launch the blazing rocket of snot, my halfling body is thrown back, and I skid on the dirt of the warehouse. There goes my silk robes... I angrily grumble. Immediately, the Bonecrusher screeches in pain, and falls to the ground, coated in my own snot. Hearing their master fall, the army of gnoll slavers sprint to his side, and I am able to sneak out unnoticed. Meeting the rest of the group outside the slavers compound, we take a moment to congratulate each other and take Siddique for some well- deserved relaxation.

    Huh. This group of buffoons may not have been so bad after all.


    Development

    After dispatching the guards, you quickly pull Siddique into a doorway and explain that you are here to help him.

    “I— I have heard nothing but lies since I was captured,” he stammers. “The slavers, they talk of kind masters and opulent surroundings, and then all hope fades into the sands. How do I know you are not slavers yourselves?”

    You reassure him that despite your current appearance, you are not slavers. Rather, you are some of the very Pathfinders he sought to betray. That you are here at all speaks to your desire to return him to a fairer society.

    Though still weak and frightened, his doubt dissipates as he realizes his knowledge of Pasha Muhlia al-Jakri’s plans is the key to his freedom. He agrees to give you the information you seek—and even more—but not before he is safely on a ship bound for the mainland. First, though, you have to get him out of the slavers’ compound.

    Reward

    For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in his deck with the loot Spear of the Watchful Guardian and 1 character may temporarily replace 1 armor in her deck with the armor Filter Hood. At the end of each scenario, return the cards to the game box.

    Spear of the Watchful Guardian:

    Loot 1
    Type: Weapon
    Traits: Spear Melee Piercing 2-Handed Magic
    To Acquire: None
    Reveal this card to add 1d6 to your Perception check. For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+1; you may additionally recharge this card to add 1d6. If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice; take the new result.

    Filter Hood:

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


    Deck Handler for Aric/RedRaven - Dinketry

    Woo-hoo!


    4-1C: The Unfettered Frenzy

    Deep in the Okeno slaver’s compound, you’ve recovered from your fight with the gnoll guards. Your activity has not raised the alarm just yet, but it’s just a matter of time before your cover is blown. With the criminal Satyar Siddique in tow, you locate your disguised Eagle Knight allies in the viewing pit. Thankfully, everybody is focused on the parade of living wares, so nobody notices you slip back among their ranks.

    Nobody, that is, except for a shrewd-looking halfling peering from a shaded balcony across the courtyard. He would not appear intimidating but for the troop of large bodyguards that form a half-circle behind him. He glowers curiously at you before whispering something to one of the guards, who then yells for the slave parade to halt. The halfling points at you and shouts, “You there! Master Halfwhip sees you attempting to steal his property. He will not tolerate such a slight in his abode, and declares that you shall also belong to him!” He smirks menacingly as you feel all eyes turn toward you.

    As seemingly every guard in the compound moves in your direction, your Eagle Knight ally Aviera Sacero’s ear-splitting whistle rips through the air, kicking off the plan’s second phase. Her entourage draws weapons and casts off their false bonds, dashing into the crowd of servants and frantically unlocking as many collars as they can. Reinforcements begin appearing through doorways and over walls, some clad in blue-and white Eagle Knight garb, others dressed as pirates, slavers, and civilians. All the while, slaves realize that this might be their best chance to escape or enact revenge upon their cruel masters. Running past you with a fresh throng of supporters, Sacero yells over the din of the crowd.

    “How’s THAT for a distraction?” she laughs. “Now get going! Meet my contact at the rendezvous point!” If she has anything more to say, it’s drowned out by the clash of her blade deflecting a slaver’s axe.

    The courtyard has turned into a roiling sea of clashing bodies. This uprising won’t hold off the full force of Halfwhip’s guards forever. You must reach the gate as quickly as possible and subdue any who would stand in your way.


    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 building location decks, shuffle 1 additional ally into each.

    At the end of your turn, shuffle a monster from the box into a random location deck.

    When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.

    To win, close all locations.

    Villain: none

    Henchmen:

    Dog Soldier
    Henchman 1
    Type: Monster
    Traits: Halfling Barbarian
    To Defeat: Combat 11
    During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck. If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.

    Cryptfinder
    Henchman 1
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, succeed at a Wisdom, Perception, Charisma, or Diplomacy 8 check to decrease the difficulty by 4. If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.

    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
    Before you act, recharge an ally.
    If undefeated, search your deck for an ally and bury it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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.


    Additional Rules: Adventure Deck number: 1

    Turn: 0

    Random Cards:

    Monsters
    Spoiler:
    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_

    Spoiler:
    Crystal Stalker
    Monster 1
    Traits:
    Trigger
    Elemental
    Outsider
    Elite
    To Defeat:
    Combat 9
    When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it_
    If the check to defeat has the Acid trait, add 3_

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

    Spoiler:
    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_

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

    Barriers
    Spoiler:
    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_

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

    Spoiler:
    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_

    Spoiler:
    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_

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

    Weapons
    Spoiler:
    Hunga Munga
    Weapon B
    Traits:
    Axe
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Strength + 1d6_ You may additionally discard this card to add your Ranged skill_
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check_

    Spoiler:
    Khopesh
    Weapon C
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Spoiler:
    Khopesh
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait_

    Spoiler:
    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_

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

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

    Spoiler:
    Remove Curse
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Recharge this card to banish a displayed card that has the Curse trait_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it_

    Spoiler:
    Knock
    Spell 1
    Traits:
    Magic
    Arcane To Acquire:
    Intelligence
    Arcane 7
    For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10_
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it_

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

    Spoiler:
    Lightning Touch
    Spell C
    Traits:
    Magic
    Arcane
    Attack
    Electricity
    Basic To Acquire:
    Intelligence
    Arcane 4
    For your combat check, discard this card to use your Arcane skill + 2d4_
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_

    Armors
    Spoiler:
    Splint Mail
    Armor C
    Traits:
    Heavy Armor
    Elite To Acquire:
    Constitution
    Fortitude
    Craft 6
    Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act_
    If proficient with heavy armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

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

    Spoiler:
    Crocodile Skin Shield
    Armor C
    Traits:
    Shield
    Offhand
    Basic To Acquire:
    Constitution
    Fortitude 4
    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 Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

    Spoiler:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
    If proficient with light armors, you may recharge this card to examine the top card of your location_

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

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

    Spoiler:
    Crowbar
    Item C
    Traits:
    Tool
    Basic To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die_
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it_

    Spoiler:
    Holy Water Grenade
    Item C
    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_

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

    Spoiler:
    Noxious Bomb
    Item C
    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_

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

    Spoiler:
    Nefti the Bard
    Ally B
    Traits:
    Human
    Bard
    Aspis To Acquire:
    Charisma
    Diplomacy 8
    If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile_
    Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item_
    During a character at your location's explore step, discard this card to allow her to explore her location_

    Spoiler:
    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_

    Spoiler:
    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_

    Spoiler:
    Embalmer
    Ally C
    Traits:
    Human
    Hireling
    Basic To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check_
    Bury this card to evade a monster that has the Undead trait_
    Discard this card to explore your location_

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

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

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

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

    Blessings Remaining: 0

    Blessings Deck

    Blessings Deck Cards/Turn Order:

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

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

    Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    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 to acquire a weapon.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

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

    Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None


    The traders set out their wares.

    Ghoul Market - Oloch and Aric

    Filter Hood:

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

    Crocodile Skin Armor:

    Armor B
    Traits: Light Armor Basic
    To Acquire: Constitution Fortitude 4
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2. Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

    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.

    Falsin Deek - Enora

    Flame Staff:

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

    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.


    Oloch Deck Handler

    Disappointed at the meager offerings at the Ghoul Market, the head of The Exchange offers me yet another reward for my services.

    "No member of ours, shall have to deal with subpar offerings from the local merchants."

    All trader offerings are less than the Adventure Deck Number, this allows me another use of the Exchange Reward.

    As I survey the turmoil around me, I see a number of thugs headed to the Quarry.

    "Not so fast Master Halfwit! I'll cut your thugs down before they know what hit them."

    I will head to the Quarry to stave off the attack.

    Oloch wrote:

    Hand: Longspear, Portable Ram, Longsword, Tussah Silk Coat

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Feel free to display any weapons for +1 on any check. I get them back on my turn now.
    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 [x] +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 character 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 ([x]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.

    The Exchange Reward, Society Initiate
    [ ] Master of Trade (Exchange Faction Reward): After the roll on your check to acquire a weapon, an armor, or an item, check the box that precedes this reward to add 1d6; take the new result.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [x] All of the cards offered by a trader you visit have an adventure deck number lower than that of the current scenario.
    [x] Succeed at a Craft non-combat check to acquire or defeat.


    Deck Handler for Aric/RedRaven - Dinketry

    I will be replacing one of my Blessings of the Spy with my Sign of the Thrush as my deck upgrade (Blessing B).

    Aric is similarly disappointed at the ghoul's mundane wares.

    Aric chortles at Oloch's insult of the halfling.

    "Surely we don't need to resort to fisticuffs, what?"

    Until we must...

    Aric races off for the Catacombs, a few gnoll slavers trailing the handkerchief dangling from his sleeve.

    Start at Catacombs.

    Aric wrote:

    Hand: Patrician's Armor, Punching Dagger, Blessing of the Ancients, Onmyoji, Flawless Monocle, Silver Balladeer, Character Name:

    Displayed: Aric
    Deck: 9 Discard: 0 Buried: 0 Hand Size:
    Notes: 6
    Sideboard cards: Magnifying Glass, Sign of the Thrush, Psychic Detective,

    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 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Diplomacy: Charisma +3

    Favored Card: None
    Hand Size 6 [ ] 7
    Proficient with: None
    Powers:
    At the start of your turn ([X] 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.


    M American Nerd 3/Cleric 1

    Celeste will go to the Catacombs (and continue to speak of herself in the third-person).

    Celeste wrote:

    Hand: Blessing of the Gods B, Zae, Acid Jet, Blessing of the Elements, Blessing of the Gods A, Sage's Journal, Dazzle,

    Celeste Deck Handler
    Displayed:
    Deck: 8 Discard: 0 Buried: 0
    Notes:
    Sideboard cards:

    Skills:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [X] +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 7
    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 examine the top card of another location deck
    <Power 4>
    <Power 5>


    Enora still needs to choose a starting location and draw a hand.

    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 building location decks, shuffle 1 additional ally into each.

    At the end of your turn, shuffle a monster from the box into a random location deck.

    When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.

    To win, close all locations.

    Villain: none

    Henchmen:

    Dog Soldier
    Henchman 1
    Type: Monster
    Traits: Halfling Barbarian
    To Defeat: Combat 11
    During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck. If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.

    Cryptfinder
    Henchman 1
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, succeed at a Wisdom, Perception, Charisma, or Diplomacy 8 check to decrease the difficulty by 4. If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.

    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
    Before you act, recharge an ally.
    If undefeated, search your deck for an ally and bury it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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.


    Additional Rules: Adventure Deck number: 1
    Turn: 1, Oloch/Glmry

    Random Cards:

    Monsters
    Spoiler:
    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_

    Spoiler:
    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_

    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_

    Spoiler:
    Death Hound
    Monster B
    Traits:
    Animal
    Curse
    Basic
    To Defeat:
    Combat 7
    THEN Combat 7
    After you act, succeed at a Constitution or Fortitude 8 check or discard 1 card_
    If both checks to defeat exceed 10, you may banish a scourge card displayed next to your character; otherwise, draw the scourge card Curse of Vulnerability_

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

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

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

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

    Spoiler:
    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_

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

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

    Spoiler:
    Whip
    Weapon B
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_

    Spoiler:
    Fire Kukri +1
    Weapon 1
    Traits:
    Knife
    Melee
    Slashing
    Fire
    Magic
    Elite
    Finesse To Acquire:
    Strength
    Melee 6
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

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

    Spoiler:
    Kukri
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

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

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

    Spoiler:
    Cure
    Spell B
    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_

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

    Spoiler:
    Fiery Glare
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_

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

    Spoiler:
    Armored Coat
    Armor C
    Traits:
    Heavy Armor
    Elite To Acquire:
    Constitution
    Fortitude 5
    Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3_ You may also play an armor that has the Light Armor trait on this check_
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead_

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

    Spoiler:
    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_

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

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

    Spoiler:
    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_

    Spoiler:
    Acid Flask
    Item B
    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_

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

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

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

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

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

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

    Spoiler:
    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_

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

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

    Spoiler:
    Blessing of 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_

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Aric:
    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_
    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
    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 5
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to any check to defeat a barrier_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 6
    Blessing of the Elements
    Blessing C
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 7
    Blessing of the 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 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 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 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 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 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 13
    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 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 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 16
    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 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 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 19
    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 20
    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 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 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 23
    Blessing of Horus
    Blessing C
    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 24
    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 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 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 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_
    Spoiler:
    Blessings Deck Card 28
    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 29
    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_

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

    Precious Mine Card 1:
    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_

    Precious Mine Card 2:
    Porcupine
    Ally B
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_
    Discard this card to explore your location_

    Precious Mine Card 3:
    Smoked Glass Goggles
    Item B
    Traits:
    Accessory To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_

    Precious Mine Card 4:
    Scroll of Thoth
    Item 1
    Traits:
    Trigger
    Object
    Magic
    Thoth To Acquire:
    Knowledge
    Wisdom
    Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card_
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait_
    Recharge this card to add the Cold trait to your check_

    Precious Mine Card 5:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

    Precious Mine Card 6:
    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_

    Precious Mine Card 7:
    Sling Staff
    Weapon B
    Traits:
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Elite To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die_
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location_

    Precious Mine Card 8:
    Remove Curse
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Recharge this card to banish a displayed card that has the Curse trait_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it_

    Precious Mine Card 9:
    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_

    Precious Mine Card 10:
    Bladeguard
    Item C
    Traits:
    Liquid
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 6
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
    Banish this card to reduce Acid damage dealt to a character at your location to 0_
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_

    Precious Mine Card 11:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from_

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

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

    Quarry Card 2:
    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_

    Quarry Card 3:
    Chakram
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Elite To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8_
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Quarry Card 4:
    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_

    Quarry Card 5:
    Camel
    Ally B
    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_

    Quarry Card 6:
    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_

    Quarry Card 7:
    Crowbar
    Item B
    Traits:
    Tool
    Basic To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die_
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it_

    Quarry Card 8:
    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_

    Quarry Card 9:
    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_

    Quarry Card 10:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeletal Jackal is immune to the Cold, Mental, and Poison traits_
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3_

    Quarry Card 11:
    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_

    Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    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 to acquire a weapon.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Scorched Ruins 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_

    Scorched Ruins Card 2:
    Cryptfinder
    Henchman 1
    Type: Monster
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 12
    Before you act, succeed at a Wisdom, Perception, Charisma, or Diplomacy 8 check to decrease the difficulty by 4_
    If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck_

    Scorched Ruins Card 3:
    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_

    Scorched Ruins Card 4:
    Catching Cape
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_
    If proficient with light armors, you may recharge this card when you reset your hand_

    Scorched Ruins Card 5:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Scorched Ruins Card 6:
    Final Nights
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Intelligence
    Charisma
    Diplomacy 7
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_

    Scorched Ruins Card 7:
    Elemental Treaty
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

    Scorched Ruins Card 8:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Scorched Ruins 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_

    Scorched Ruins Card 10:
    Quicksand Bunyip
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
    Damage dealt by the Quicksand Bunyip may not be reduced_

    Scorched Ruins Card 11:
    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_
    Peasant Tombs
    At This Location: After playing a boon that has the Fire trait, bury it.
    When Closing: Bury a card that has the Divine trait.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 2 Bl: 1 ?: 1
    Located/Displayed Here: None

    Peasant Tombs 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_

    Peasant Tombs Card 2:
    Flame Staff
    Item B
    Traits:
    Staff
    Attack
    Fire
    Magic
    Basic To Acquire:
    Arcane
    Divine 4
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell_

    Peasant Tombs Card 3:
    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_

    Peasant Tombs Card 4:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Peasant Tombs Card 5:
    Kukri
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Peasant Tombs Card 6:
    Dog Soldier
    Henchman 1
    Type: Monster
    Traits:
    Halfling
    Barbarian
    To Defeat:
    Combat 11
    During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck_
    If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck_

    Peasant Tombs Card 7:
    Porcupine
    Ally B
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_
    Discard this card to explore your location_

    Peasant Tombs Card 8:
    Wall Scythes
    Barrier B
    Traits:
    Obstacle
    Trap
    Slashing
    Basic
    To Defeat:
    Dexterity
    Acrobatics 4
    OR Disable 6
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_

    Peasant Tombs Card 9:
    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_

    Peasant Tombs Card 10:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeletal Jackal is immune to the Cold, Mental, and Poison traits_
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3_

    Peasant Tombs Card 11:
    Hurtling Tiles Trap
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, items may not be played_
    If defeated, you may explore your location_
    If undefeated, you are dealt 1d4 Ranged combat damage_

    Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 3 Ba: 2 W: 2 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: Aric/dinketry, Celeste/k012857,

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

    Catacombs Card 2:
    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_

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

    Catacombs Card 4:
    Caravan Raider
    Monster B
    Traits:
    Human
    Veteran
    To Defeat:
    Stealth 7
    OR Combat 9
    The difficulty to defeat is increased by the scenario's adventure deck number_
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon_

    Catacombs Card 5:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Catacombs Card 6:
    Whip
    Weapon C
    Traits:
    Whip
    Melee
    Slashing
    Finesse
    Swashbuckling
    Basic To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6_ If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_

    Catacombs Card 7:
    Filter Hood
    Armor B
    Traits:
    Accessory
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 4
    OR Intelligence
    Craft
    Survival 6
    Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_
    If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_

    Catacombs Card 8:
    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_

    Catacombs Card 9:
    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_

    Catacombs Card 10:
    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_

    Catacombs Card 11:
    Embalmer
    Ally C
    Traits:
    Human
    Hireling
    Basic To Acquire:
    Charisma
    Diplomacy
    Craft 5
    Recharge this card to add 1d4 to your Intelligence check_
    Bury this card to evade a monster that has the Undead trait_
    Discard this card to explore your location_


    Enora's Deck Handler

    I will start at the Peasant tombs and swap my Magical Child for the Talisman Crafter

    Enora wrote:

    Hand: Mind Thrust, Fire Snake, Blessing of the Spellbound 2, Chronicler, Bestiary of Garund, Binder's Tome,

    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({X} 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

    Sensing the onslaught from behind us in the Quarry I quickly head back there.

    As soon as I enter the Quarry I hear booming overhead:

    "All hear and Obey the Second Law!"

    "Really, HalfWit, REALLY? This thing again!"

    Sigh!

    I quickly glance around looking for my next encounter.

    Shuffle a Random Monster into:

    Location: 1d5 ⇒ 2

    I notice out of the corner of my eye another thug entering the Quarry.

    I shall deal with him soon enough...

    In case you don't see my note, I have 2 weapons. Each can be displayed for a +1 to any check as I will get them back on my turn now.

    Oloch wrote:

    Hand: Longspear, Portable Ram, Longsword, Tussah Silk Coat

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: Feel free to display any weapons for +1 on any check. I get them back on my turn now.
    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 [x] +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 character 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 ([x]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.

    The Exchange Reward, Society Initiate
    [ ] Master of Trade (Exchange Faction Reward): After the roll on your check to acquire a weapon, an armor, or an item, check the box that precedes this reward to add 1d6; take the new result.
    You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
    [x] All of the cards offered by a trader you visit have an adventure deck number lower than that of the current scenario.
    [x] Succeed at a Craft non-combat check to acquire or defeat.


    Deck Handler for Aric/RedRaven - Dinketry

    Aric races into the Catacombs followed by Celeste.

    I will stay as Aric as long as I can so I can entice allies to join us.

    Encounter Trapped Locker. Use new Aric power to immediately switch to the Red Raven. Exchange Patrician's Armor for Sign of the Thrush.

    That didn't last long.

    Before Celeste can enter the catacombs, the Red Raven swoops into view!

    "This trapped locker was left behind by some bird-brain! Fortunately, I know something about that!"

    Discard Blessing of the Ancients.

    Dexterity (9) Check: 1d10 + 1d10 + 1 ⇒ (1) + (3) + 1 = 5 Ouch. Using my reroll.
    Reroll: 1d10 ⇒ 9 +1+3 = 13 - SUCCESS!
    The Second Law: 1d6 ⇒ 5 SAFE.

    As the vigilante deftly opens the lid of the locker and sidesteps the crude spring trap inside, he stops and cocks his head as if waiting for something. When nothing eventuates, he looks inside the locker.

    Acquire the Vented Plate Mail.

    Vented Plate Mail:

    Armor C
    Traits:
    Heavy Armor
    Elite To Acquire:
    Constitution
    Fortitude 9
    Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check. Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

    Hmmm. The Warpriest would like this, methinks.

    Discard Onmyoji to explore again.

    "Spirit of the Honoured Dead," the Red Raven intones, "lead us into this burial place."

    Encounter Plague Zombie.

    In the direction that the spirit of the samurai moves away into the darkness, a low moan can be heard. A moment later, a hideous rotting corpse shuffles out at the masked man.

    "There may be grubs to spare for this Raven to peck at therein!" he shouts ridiculously.

    Use Punching Dagger (Finesse Weapon). Ask for Blessing of the Gods from Celeste.

    Melee (11) Check: 1d10 + 1d10 + 3 + 1 + 1d4 ⇒ (2) + (8) + 3 + 1 + (2) = 16 SUCCESS!

    The Red Raven eviscerates the decomposing undead horror, wiping his blade free of gore on the creature's ruined robes.

    Discard Silver Balladeer to explore again. Encounter Bonecrusher Hyenamaster.

    A snarling hyena rushes in from the courtyard, eager for blood! The vigilante whirls to meet him, tipped off by the lute chord struck by his bardic ally.

    Melee (9) Check #1: 1d10 + 3 + 1 + 1d4 ⇒ (6) + 3 + 1 + (4) = 14 SUCCESS!
    Melee (9) Check #2: 1d10 + 3 + 1 + 1d4 ⇒ (8) + 3 + 1 + (1) = 13 SUCCESS!

    The hyena proves no match for the vigilante; its still body joins that of the zombie on the floor of the catacombs. The Red Raven winks at Celeste.

    "Just another day for the Just!" he quips.

    Discard the Sign of the Thrush to explore once more. Encounter a Caravan Raider.

    The Red Raven steps into the shadows as a human sell-sword rushes into the catacombs, scimitar bared.

    Stealth (7) Check: 1d10 + 1 + 2 ⇒ (4) + 1 + 2 = 7 SUCCESS!

    As the footsteps of the clueless mercenary fade away deeper into the catacombs, the masked man opens a door thick with ancient dust, peeking through into the next chamber.

    Use new Red Raven power to examine the top card of the deck at the end of my turn. Examine Gnoll Slaver Henchman - it triggers! Thankfully, I have no allies in my hand to recharge. I will use Celeste's 2nd Blessings of the Gods, please.

    The door blasts inward as the Red Raven recoils, the wood scraping against the front of his mask as a canine haunch attached to a whip-wielding gnoll unleashes wrathful venegance on him.

    Melee (10+3) Check: 1d10 + 1d10 + 3 + 1 + 1d4 ⇒ (5) + (5) + 3 + 1 + (1) = 15 SUCCESS!

    Covered in the blood and gore of his foes, the Red Raven ushers Celeste out of the catacombs as he tries to close it, once and for all!

    I will use both of Oloch's weapon bonuses!

    Wisdom (4+1) Check: 1d8 + 2 ⇒ (3) + 2 = 5 WOO-HOO! I'm going to go buy a lottery ticket!

    Just before the catacombs close, a single wan human races out, seeking assistance and shelter.

    Pull out the Embalmer from the location deck as it closes!

    "The Red Raven will shelter you in the Nest of Justice!"

    LOCATION CLOSED. END TURN.

    The Red Raven wrote:

    Hand: Embalmer, Punching Dagger, Vented Plate Mail, Flawless Monocle,

    Displayed:
    Deck: 9 Discard: 4 Buried: 0
    Notes:
    Sideboard cards: Magnifying Glass, Patrician's Armor, Psychic Detective,

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d10 [X] +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 ([X] or turn), you may examine the top card of your location deck. ([ ] If it is a monster, you may encounter it.)


    A few things for Aric: the caravan raider's difficulty was actually Stealth 8, so you didn't defeat it and had to banish a boon. When you close the location, the embalmer gets shuffled into your deck, not drawn into your hand. However, at this location you do get to draw an animal ally when you close it. I'll draw one from the box for that purpose. Lastly, don't forget to roll to shuffle a monster into a location at the end of your turn.

    Random animal ally:

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


    Deck Handler for Aric/RedRaven - Dinketry

    Ah, boo. I guess I’ll banish the Vented Plate Mail. I’ll replace the Embalmer with the Hyenadon in my hand and shuffle the former into my deck. And I guess I won’t buy that lottery ticket.

    1d5 ⇒ 2

    Another set of feet/paws slinks into the Quarry, intent upon the scent of the half-orc.

    I also need to draw one more card to complete my hand. It’s my Mask of the Red Raven. Apologies for the slight mess.


    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 building location decks, shuffle 1 additional ally into each.

    At the end of your turn, shuffle a monster from the box into a random location deck.

    When you close a location, before closing, search the deck for allies; you may shuffle any you find into your deck.

    To win, close all locations.

    Villain: none

    Henchmen:

    Dog Soldier
    Henchman 1
    Type: Monster
    Traits: Halfling Barbarian
    To Defeat: Combat 11
    During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck. If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.

    Cryptfinder
    Henchman 1
    Type: Monster
    Traits: Human Rogue
    To Defeat: Combat 12
    Before you act, succeed at a Wisdom, Perception, Charisma, or Diplomacy 8 check to decrease the difficulty by 4. If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck.

    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits: Gnoll Trigger
    To Defeat: Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.
    Before you act, recharge an ally.
    If undefeated, search your deck for an ally and bury it.
    If defeated, you may immediately attempt to close the location this henchman came from.

    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.


    Additional Rules: Adventure Deck number: 1

    The Second Law:

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

    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.

    Turn: 3, Celeste/k012857

    Random Cards:

    Monsters
    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_

    Spoiler:
    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_

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

    Spoiler:
    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_

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

    Barriers
    Spoiler:
    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_

    Spoiler:
    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_

    Spoiler:
    The First 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, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

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

    Spoiler:
    Dry Quicksand
    Barrier C
    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_

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

    Spoiler:
    Kukri
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

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

    Spoiler:
    Chakram
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Elite To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8_
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Spoiler:
    Hunga Munga
    Weapon B
    Traits:
    Axe
    Ranged
    Piercing
    Elite To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Strength + 1d6_ You may additionally discard this card to add your Ranged skill_
    If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check_

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

    Spoiler:
    Clinging Venom
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_

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

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

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

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

    Spoiler:
    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_

    Spoiler:
    Crocodile Skin Helmet
    Armor B
    Traits:
    Light Armor
    Elite To Acquire:
    Constitution
    Fortitude 6
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 1; you may play another armor on this check_ If proficient with heavy armors, you may reveal this card instead of recharging it_
    If proficient with light armors, you may recharge this card to examine the top card of your location_

    Spoiler:
    Tussah Silk Coat
    Armor B
    Traits:
    Clothing
    Light Armor
    Basic To Acquire:
    Constitution
    Fortitude 4
    Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_
    Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0_ If proficient with light armors, bury it instead_

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

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

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

    Spoiler:
    Bladeguard
    Item B
    Traits:
    Liquid
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 6
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
    Banish this card to reduce Acid damage dealt to a character at your location to 0_
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_

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

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

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

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

    Spoiler:
    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_

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

    Spoiler:
    Caravan Guard
    Ally B
    Traits:
    Human
    Hireling
    Elite To Acquire:
    Bury an armor
    OR Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Melee or Ranged Combat check_
    Banish this card to reduce Combat damage dealt to you by 3_
    Discard this card to explore your location_

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

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

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 27

    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
    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.
    Aric:
    Spoiler:
    Blessings Deck Card 3
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to any check to defeat a barrier_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Celeste:
    Spoiler:
    Blessings Deck Card 4
    Blessing of the Elements
    Blessing C
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 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 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 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 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 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 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 11
    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 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 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 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 15
    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 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 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 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 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 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 21
    Blessing of Horus
    Blessing C
    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 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 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 24
    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 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_
    Spoiler:
    Blessings Deck Card 26
    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 27
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

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

    Precious Mine Card 1:
    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_

    Precious Mine Card 2:
    Porcupine
    Ally B
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_
    Discard this card to explore your location_

    Precious Mine Card 3:
    Smoked Glass Goggles
    Item B
    Traits:
    Accessory To Acquire:
    Intelligence
    Craft
    Wisdom
    Survival 6
    Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_

    Precious Mine Card 4:
    Scroll of Thoth
    Item 1
    Traits:
    Trigger
    Object
    Magic
    Thoth To Acquire:
    Knowledge
    Wisdom
    Divine 7
    When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card_
    Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait_
    Recharge this card to add the Cold trait to your check_

    Precious Mine Card 5:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

    Precious Mine Card 6:
    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_

    Precious Mine Card 7:
    Sling Staff
    Weapon B
    Traits:
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Elite To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die_
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location_

    Precious Mine Card 8:
    Remove Curse
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane 8
    OR Wisdom
    Divine 6
    Recharge this card to banish a displayed card that has the Curse trait_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it_

    Precious Mine Card 9:
    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_

    Precious Mine Card 10:
    Bladeguard
    Item C
    Traits:
    Liquid
    Acid
    Alchemical
    Basic To Acquire:
    Intelligence
    Craft 6
    Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile_
    Banish this card to reduce Acid damage dealt to a character at your location to 0_
    Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait_

    Precious Mine Card 11:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from_

    Quarry
    At This Location: Add 3 to your checks that have the Bludgeoning trait.
    When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, discard a weapon.
    M: 5 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
    Located/Displayed Here: Oloch/Glmry,

    Quarry Card 1:
    Camel
    Ally B
    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_

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

    Quarry Card 3:
    Crowbar
    Item B
    Traits:
    Tool
    Basic To Acquire:
    Strength 3
    Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die_
    After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it_

    Quarry Card 4:
    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_

    Quarry Card 5:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeletal Jackal is immune to the Cold, Mental, and Poison traits_
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3_

    Quarry Card 6:
    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_

    Quarry Card 7:
    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_

    Quarry Card 8:
    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_

    Quarry Card 9:
    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_

    Quarry Card 10:
    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_

    Quarry Card 11:
    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_

    Quarry Card 12:
    Chakram
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Elite To Acquire:
    Dexterity
    Ranged 6
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8_
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_
    Scorched Ruins
    At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
    When Closing: Summon and acquire a random weapon from the box.
    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 to acquire a weapon.
    M: 2 Ba: 3 W: 1 Sp: 1 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Scorched Ruins 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_

    Scorched Ruins Card 2:
    Cryptfinder
    Henchman 1
    Type: Monster
    Traits:
    Human
    Rogue
    To Defeat:
    Combat 12
    Before you act, succeed at a Wisdom, Perception, Charisma, or Diplomacy 8 check to decrease the difficulty by 4_
    If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck_

    Scorched Ruins Card 3:
    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_

    Scorched Ruins Card 4:
    Catching Cape
    Armor B
    Traits:
    Clothing
    Light Armor
    Offhand
    Magic To Acquire:
    Constitution
    Fortitude 3
    OR Craft
    Knowledge 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_
    If proficient with light armors, you may recharge this card when you reset your hand_

    Scorched Ruins Card 5:
    Guardian Scroll
    Monster 1
    Traits:
    Construct
    Elite
    To Defeat:
    Stealth 8
    OR Combat 11
    The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
    If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

    Scorched Ruins Card 6:
    Final Nights
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Intelligence
    Charisma
    Diplomacy 7
    When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card_

    Scorched Ruins Card 7:
    Elemental Treaty
    Spell C
    Traits:
    Magic
    Arcane
    Divine
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

    Scorched Ruins Card 8:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Scorched Ruins 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_

    Scorched Ruins Card 10:
    Quicksand Bunyip
    Monster C
    Traits:
    Trigger
    Bunyip
    To Defeat:
    Combat 12
    When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
    Damage dealt by the Quicksand Bunyip may not be reduced_

    Scorched Ruins Card 11:
    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_

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

    Peasant Tombs 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_

    Peasant Tombs Card 2:
    Flame Staff
    Item B
    Traits:
    Staff
    Attack
    Fire
    Magic
    Basic To Acquire:
    Arcane
    Divine 4
    For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell_

    Peasant Tombs Card 3:
    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_

    Peasant Tombs Card 4:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Peasant Tombs Card 5:
    Kukri
    Weapon B
    Traits:
    Knife
    Melee
    Slashing
    Finesse
    Basic To Acquire:
    Strength
    Melee 4
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4_ If proficient with weapons, you may additionally recharge this card to add another 2d4_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Peasant Tombs Card 6:
    Dog Soldier
    Henchman 1
    Type: Monster
    Traits:
    Halfling
    Barbarian
    To Defeat:
    Combat 11
    During this encounter, when a character plays an ally that has the Animal trait, that character may put it on top of her deck_
    If defeated by less than 5, you may immediately attempt to close the location this henchman came from; if you succeed, before closing, you may draw any number of the boons in the location deck_

    Peasant Tombs Card 7:
    Porcupine
    Ally B
    Traits:
    Animal
    Basic To Acquire:
    Wisdom
    Survival 7
    Recharge this card to add 1d8 to your checks against a bane that has the Animal trait_
    Discard this card to explore your location_

    Peasant Tombs Card 8:
    Wall Scythes
    Barrier B
    Traits:
    Obstacle
    Trap
    Slashing
    Basic
    To Defeat:
    Dexterity
    Acrobatics 4
    OR Disable 6
    If undefeated, you are dealt 1d4 Combat damage; then recharge your hand_ Put this card on top of its location deck_

    Peasant Tombs Card 9:
    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_

    Peasant Tombs Card 10:
    Skeletal Jackal
    Monster B
    Traits:
    Undead
    Skeleton
    Basic
    To Defeat:
    Combat 8
    The Skeletal Jackal is immune to the Cold, Mental, and Poison traits_
    If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3_

    Peasant Tombs Card 11:
    Hurtling Tiles Trap
    Barrier 1
    Traits:
    Obstacle
    Trap
    Basic
    To Defeat:
    Intelligence
    Perception 6
    OR Dexterity
    Stealth 8
    During this encounter, items may not be played_
    If defeated, you may explore your location_
    If undefeated, you are dealt 1d4 Ranged combat damage_

    Catacombs
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Aric/dinketry, Celeste/k012857,


    M American Nerd 3/Cleric 1

    Nice Chad turn!

    Celeste will go to the Peasant Tombs.

    blessing of the ancients divine DC 3: 1d4 ⇒ 2

    Discard Zae to explore

    flame staff arcane DC 4: 1d10 + 2 ⇒ (4) + 2 = 6

    End of turn
    monster goes in deck: 1d5 ⇒ 1
    Recharge flame staff to examine scorched ruins: Aunty
    Reset hand

    Celeste wrote:

    Hand: Blessing of the Ancients, Force Missile, Acid Jet, Blessing of the Elements, Detect Magic, Sage's Journal, Dazzle,

    Celeste Deck Handler
    Displayed:
    Deck: 5 Discard: 3 Buried: 0
    Notes:
    Sideboard cards:

    Skills:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d8 [ ] +1 [ ] +2 [ ] +3
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d8 [X] +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 7
    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 examine the top card of another location deck
    <Power 4>
    <Power 5>

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