[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


151 to 200 of 643 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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: 4, Enora/Eslibedesh

Random Cards:

Monsters
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:
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:
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:
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_

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

Spoiler:
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:
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_

Weapons
Spoiler:
Icy Longspear +1
Weapon C
Traits:
Spear
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait_
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result_

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:
Fighting Crook
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4_ If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait_
After you act, reveal an armor or you are dealt 1 combat damage_

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:
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_

Spells
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:
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:
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_

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_

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:
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:
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:
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:
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:
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_

Items
Spoiler:
Key of the Second Vault
Item C
Traits:
Object
Magic
Abadar To Acquire:
Disable
Perception
Arcane
Divine 10
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location_
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it_

Spoiler:
Magnifying Glass
Item C
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_

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:
Embalming Fluid
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile_
Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities_ Then succeed at a Craft or Disable 7 check or bury the top card of your deck_

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_

Allies
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:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_

Spoiler:
Khelru
Ally 1
Traits:
Human
Cleric To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail the check to acquire Khelru, discard the top card of the blessings deck_
Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card_
Discard this card to examine the top card of your location_ You may then explore your location_

Spoiler:
Mahga Threefingers
Ally B
Traits:
Half-Orc
Ranger To Acquire:
Charisma
Diplomacy 8
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result_
Discard this card to explore your location_

Spoiler:
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_

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 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:
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 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 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_

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: 26

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 Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Celeste:
Spoiler:
Blessings Deck Card 3
Blessing of the Elements
Blessing 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_
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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 24
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 25
Blessing of 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 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_

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: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Precious Mine Card 1:
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 2:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

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:
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 6:
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 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:
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 9:
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_

Precious Mine Card 10:
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 11:
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 12:
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):
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: 0 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Celeste/k012857, Enora/Eslibedesh,

Peasant Tombs Card 1:
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 2:
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 3:
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 4:
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 5:
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 6:
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 7:
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 8:
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 9:
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,


Enora's Deck Handler

Among the dust and rubble, screams and the clashing of swords echo throughout the tombs. I slowly sneak into the entrance of the cave downward, attempting to sneak out relatively unnoticed.Might as well work to clear this area out for now

As I travel through the musty tombs, I regret my decision nearly immediately. Although it is much quieter in here, the dust and smell of ancient bodies overwhelm my senses. Pushing forward, I spot a shrine in the corner of the room. The shrine of the Ancients, I realize, a shrine dedicated to the past ancestors and the gods of old. Makes sense they'd have one of these in a tomb.

I continue to get closer until I realize Celeste kneeling at the shrine. I quiet down my footsteps, realizing how important it is for the area to stay silent while praying for blessings. I push forward, winding through the tunnels, until I hear a slight jingling coming from my right. I prepare for combat, and jump around the dimly lit corner.

"Please! Please have mercy!

A squabbling Tomb Raider jumped away, intent on keeping his life.

"Calm down, I'm not a slaver, and I mean you no harm."
Although the tomb raider's actions are disgusting and dishonorable to the dead, I need as much help as I can get, so I begin persuading him to join us.

Diplomacy 4: 1d10 + 1 + 1d6 ⇒ (9) + 1 + (1) = 11

My Chronicler assists me by reading out information from the Bestiary of Garund, impressing the thief with displays of knowledge about various creatures.

Reavealing my Chronicler with a book adds d6 to my diplomacy

With someone with experience in the tombs on my side, I send him forward to explore and report back on what he finds. He comes back with a simple curved throwing knife, of basic craftsmanship. A Kopin, if my memory serves me well. I attempt to collect the knife, although it has very little use to someone of the Arcane arts.

dexterity 5: 1d6 ⇒ 3

Failing to grab hold of the slippery knife, I drop it on the ground and forget about it.

Monster: 1d5 ⇒ 4

As I finally settle in a corner to rest, I hear a grumble and a snarl from right outside, another monster has entered the tombs...

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({ } or recharge) a card that has the magic trait to add 1d8
After you play a spell, you may recharge another random spell from your discard pile.
For your combat check, you may discard a spell( { } or a boon that has the Magic Trait) to use your charisma skill + 1d6 ({ } 2d6) and add that card's adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.


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

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

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

During This Scenario: After 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: 5, Oloch/Glmry

Random Cards:

Monsters
Spoiler:
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_

Spoiler:
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_

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:
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_

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

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:
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_

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:
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:
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:
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_

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:
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:
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:
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:
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_

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:
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 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_

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_

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

Spoiler:
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_

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

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

Allies
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 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:
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:
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:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
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 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 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 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_

Top of Blessing Discard Pile:

Liberty's Edge Favor:
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.

Blessings Remaining: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Aric:
Spoiler:
Blessings Deck Card 1
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 2
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_
Enora:
Spoiler:
Blessings Deck Card 3
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Oloch:
Spoiler:
Blessings Deck Card 4
Blessing of the 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 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 9
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 11
Blessing of 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 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 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 Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 15
Blessing of 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 16
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 17
Blessing of 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 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 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 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 Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 23
Blessing of 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 24
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 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_

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: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Precious Mine Card 1:
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 2:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

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:
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 6:
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 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:
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 9:
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_

Precious Mine Card 10:
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 11:
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 12:
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):
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: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Celeste/k012857, Enora/Eslibedesh,

Peasant Tombs Card 1:
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_

Peasant Tombs Card 2:
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 3:
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 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_

Peasant Tombs 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_

Peasant Tombs Card 6:
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_

Peasant Tombs Card 7:
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 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_

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,


Oloch Deck Handler

I sense the Vigilante is struggling with a Gnoll deeper in the catacombs. Clutching my weapons in hand, I quickly utter a prayer to Gorum to help guide his strikes.

Hearing his cries of triumph I smile and feel the Spirit of Gorum surround the battles at hand.

Out of the corner of my eyes, I notice yet another thug enter the Quarry.

"Yes. Come to me and meet your fate." I snarl.

As I begin to make my way into the Quarry, I am approached by half-elf ready for combat.

"Come, Half-Orc! Together we will fight for the favor of Liberty's Edge."

Gain Black Kiss from the Liberty's Edge Favor.

As we round the corner we are surprised by a Camel running the opposite direction.

Really want this Camel for the explore, but don't want to lose a Blessing for it, so we'll chance it.

Wisdom 7: 1d8 + 1d4 + 1 ⇒ (1) + (1) + 1 = 3

We quickly get out of the way and let the Camel continue its escape.

"Come, Half-Elf. Show me the way!"

Discard Black Kiss to explore.

Soon we hear the snarl of an approaching Hyena.

Another sacrifice for Gorum I see.

I pull out my Longsword and face off against the beast.

Combat 9: 1d12 + 1d8 + 2 ⇒ (1) + (7) + 2 = 10

For those keeping track at home, that was 3 '1's is a row. TYVM.

After finishing off the beast, I offer a prayer of thanks to Gorum for his guidance and favor.

Scenario: 1d5 ⇒ 5

The Scenario power doesn't state the Monster is shuffled into an "Open" Location. It just says "Location" so I'm assuming the 5 which is a closed location here is valid.

As I wipe the blood from my blade, I contemplate my next move.

Oloch wrote:

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

Displayed:
Deck: 11 Discard: 1 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 re-surfaces outside of the burnt wreckage of a former slave pen. He has heard tell of an elder female cleric who may be of assistance.

Change into Aric. Exchange Punching Dagger for Psychic Detective. Move to Scorched Ruins. Encounter Aunty.

”Yes, madam?” Aric says as he taps the shoulder of the older woman. ”I am led to understand that your wise teachings would be words that I need to hear.”

Diplomacy (8) Check: 1d10 + 3 + 1 ⇒ (7) + 3 + 1 = 11 SUCCESS!

”Please,” Aric entreats, ”show me your ways.”

Discard Aunty and explore top 3 cards: the first card is the henchman Cryptfinder! No trigger. Encounter and use Aric power to immediately change into the Red Raven and exchange Psychic Detective for Punching Dagger.

The Red Raven appears in a flash, his talons bared at the grave robber pointed out by the elder Pharasman.

”Vengeance!”

Display Flawless Monocle for Perception boost.

Pre-Combat Perception (8) Check: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (3) = 11 SUCCESS!
Melee (12-4) Check: 1d10 + 3 + 1 + 1d4 ⇒ (2) + 3 + 1 + (3) = 9 SUCCESS!

The vigilante runs the crypt robber through, his hyena companion finishing off the brigand.

Display Hyaenodon and recharge random card from discard pile. Attempt to close by drawing random weapon from box. Encounter Galvanic Chakram +1! I will use both of Oloch’s weapons for pluses.

Random Recharge from Discard Pile: 1d4 ⇒ 3 Recharge Silver Balladeer.

Ranged (8) Check to Acquire Weapon and Close Location: 1d10 + 1 + 2 + 3 ⇒ (3) + 1 + 2 + 3 = 9

CLOSED! I get all the allies! I’ll sort through them in a bit and re-post my hand.

1d5 ⇒ 1


Deck Handler for Aric/RedRaven - Dinketry

It looks like I have to discard a card. It may seem crazy, but I'm going to discard my Mask of the Red Raven.

The Red Raven wrote:

Hand: Galvanic Chakram +1, Punching Dagger, Hyaenodon, Flawless Monocle,

Displayed:
Deck: 10 Discard: 5 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.)


M American Nerd 3/Cleric 1

Explore: Coffer Corpse (combat 8 then combat 10)
Acid jet: 1d10 + 2 + 1d6 ⇒ (3) + 2 + (3) = 8
Force Missile: 1d10 + 2 + 2d4 ⇒ (3) + 2 + (4, 2) = 11

Cast Detect Magic
Examine Wall Scythes

End of turn
Add monster to location: 1d5 ⇒ 5 Ha! Ha! Closed already
Recharge Sage's Journal to examine top of Precious Mine
Examine Porcupine

Reset hand
end turn

Celeste wrote:

Hand: Blessing of the Ancients, Bestiary of Garund, Appleslayer, Blessing of the Elements, Acadamae Student, Elemental Treaty, 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>


Aric, since you defeated the cryptfinder by less than 5 and then closed the location, you can draw any of the boons in the location. I left them in the update for now; I'll mark them as banished or acquired once you let me know if you want them (or which ones).

Celeste, the Precious Mine was shuffled just before your turn, so it isn't a Porcupine on top but rather a Desert Trapper. No trigger, at least.

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: 8, Enora/Eslibedesh

Random Cards:

Monsters
Spoiler:
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_

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:
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:
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_

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_

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

Spoiler:
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_

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:
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_

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:
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:
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:
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:
Falcata
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4_ If not proficient with weapons, the difficulty of this check is increased by 4_
If any d4 rolled on this check is a 4, count it as a 5_

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

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_

Spoiler:
Locate Object
Spell 1
Traits:
Magic
Acrance
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon_ Encounter that boon, then shuffle your location_
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_

Armors
Spoiler:
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_

Spoiler:
Armored Kilt
Armor C
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 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_

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

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_

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

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

Spoiler:
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:
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:
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:
Pard
Ally B
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:
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:
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_

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

Blessings
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 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 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: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Oloch:
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_
Aric:
Spoiler:
Blessings Deck Card 2
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Celeste:
Spoiler:
Blessings Deck Card 3
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_
Enora:
Spoiler:
Blessings Deck Card 4
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of 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 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 Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 8
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of the Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of 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 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of 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 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 17
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 18
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 19
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 20
Blessing of 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 Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 22
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

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: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Precious Mine Card 1 (Desert Trapper):
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_

Precious Mine Card 2:
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_

Precious Mine Card 3:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

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

Precious Mine Card 5:
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_

Precious Mine Card 6:
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 7:
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 8:
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 9:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

Precious Mine Card 10:
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 11:
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 12:
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 13:
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_
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: 4 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Oloch/Glmry,

Quarry Card 1:
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 2:
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 3:
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 4:
Bone Lamellar
Armor 1
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_

Quarry Card 5:
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 6:
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 7:
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 8:
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 9:
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 10:
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
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/dinketry, None

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

Scorched Ruins Card 2:
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 3:
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 4:
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_

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: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Celeste/k012857, Enora/Eslibedesh,

Peasant Tombs Card 1 (Wall Scythes):
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 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_

Peasant Tombs Card 3:
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 4:
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 5:
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_

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:
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_

Catacombs
Closed
At This Location:
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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

Catacombs Card 2:
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_


Enora's Deck Handler

I sneak by Celeste, locked in battle with a Coffer corpse. Not wanting anything to do with it, I duck behind and beneath the flying acid jets and force missile blasts to get to the next room. Of course, in classic tomb fashion, there's a trap awaiting us. I immediately begin summoning a fire snake, hoping to restrain the wall scythes for both me and Celeste to run through.

Dexterity 4: 1d10 + 1 ⇒ (2) + 1 = 3

Unfortunately, as I am running through, the snake hisses and snaps, and the blades fall and assault me.
damage: 1d4 ⇒ 4
The blades score a direct hit, and I'm blown backwards. My chronicler cries out as a blade strikes her, and she falls to the ground. As I'm assessing my wounds, I notice that both of my tomes were destroyed by the axes, as well as the favor I had possessed from the god's for my spellcasting. Noticeably waker and attempting to rejuvenate, I attempt to recreate the fire snake scroll.

Recharge 8: 1d10 + 1 ⇒ (5) + 1 = 6

Unfortunately, my wounds get the better of me, and I collapse, weary and unable to go on for now. I shall take a moment to rest, and wait for Celeste to catch up...

Discard Chronicler. Blessing of the Spellbound, Binder's Tome, and Bestiary of Garund as damage

Enora wrote:

Hand: Mind Thrust, Burning Snot, Acid Splash, Staff of The Scholar, SpellBook, Electrified Web,

Displayed:
Deck: 4 Discard: 5 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's Deck Handler

OOps, forgot to add the random monster

Monster: 1d5 ⇒ 4

I shudder once again as yet another creature comes marching into the tombs...

Btw, Wall scythes is no longer the top card of this 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: 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: 9, Oloch/Glmry

Random Cards:

Monsters
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_

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

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_

Barriers
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_

Spoiler:
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_

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:
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_

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_

Weapons
Spoiler:
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_

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:
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:
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:
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:
Speak with Dead
Spell 1
Traits:
Magic
Divine
Undead To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location_ While displayed, add 1 die to your Intelligence and Wisdom checks while at this location_ When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Spoiler:
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:
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:
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_

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 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:
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:
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_

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:
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:
Magnifying Glass
Item C
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_

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

Spoiler:
Lottery Urn
Item 1
Traits:
Object
Magic
Gambling To Acquire:
Wisdom 6
Recharge this card after your check to choose a number_ Reroll all dice that show that number; take the new result_

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

Allies
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:
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:
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:
Mahga Threefingers
Ally B
Traits:
Half-Orc
Ranger To Acquire:
Charisma
Diplomacy 8
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result_
Discard this card to explore your location_

Blessings
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 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 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 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_

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: 21

Blessings Deck

Blessings Deck Cards/Turn Order:
Aric:
Spoiler:
Blessings Deck Card 1
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Celeste:
Spoiler:
Blessings Deck Card 2
Blessing of 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_
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_
Oloch:
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 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 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 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 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 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 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 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of 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 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 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 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 19
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 20
Blessing of 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 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_

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: 4 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Precious Mine Card 1 (Desert Trapper):
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_

Precious Mine Card 2:
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_

Precious Mine Card 3:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

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

Precious Mine Card 5:
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_

Precious Mine Card 6:
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 7:
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 8:
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 9:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

Precious Mine Card 10:
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 11:
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 12:
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 13:
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_
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: 4 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Oloch/Glmry,

Quarry Card 1:
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 2:
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 3:
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 4:
Bone Lamellar
Armor 1
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 9 check to recharge this armor instead_

Quarry Card 5:
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 6:
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 7:
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 8:
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 9:
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 10:
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
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/dinketry, 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: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Celeste/k012857, Enora/Eslibedesh,

Peasant Tombs Card 1:
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 2:
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_

Peasant Tombs Card 3:
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 4:
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 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:
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 7:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_

Peasant Tombs Card 8:
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_

Catacombs
Closed
At This Location:
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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

Catacombs Card 2:
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_


Oloch Deck Handler

Moving deeper into the Quarry I see a Crowbar.

Strength 3: 1d12 ⇒ 9

Neither of these seems very useful to me. Maybe I can find something better in my pack.

Scenario: 1d5 ⇒ 1
Monster to the Precious Mine


Deck Handler for Aric/RedRaven - Dinketry

I’ll await the re-shuffle of the Precious Mine with the arrival of the latest monster.


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: 10, Aric/dinketry

Random Cards:

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

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

Spoiler:
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_

Spoiler:
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_

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_

Weapons
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:
Shotel
Weapon B
Traits:
Scythe
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ 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_

Spoiler:
Icy Longspear +1
Weapon C
Traits:
Spear
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait_
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result_

Spoiler:
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_

Spells
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:
Speak with Dead
Spell 1
Traits:
Magic
Divine
Undead To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location_ While displayed, add 1 die to your Intelligence and Wisdom checks while at this location_ When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Spoiler:
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:
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_

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_

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

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:
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_

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

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:
Fire Gecko
Ally C
Traits:
Animal
Elemental
Fire To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check_ If you do not defeat the bane, discard this card before taking damage_
Discard this card to explore your location_ Add 1d4 and the Fire trait to your combat checks during this exploration_

Spoiler:
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_

Spoiler:
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_

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 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 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 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 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_

Top of Blessing Discard Pile:

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

Blessings Remaining: 20

Blessings Deck

Blessings Deck Cards/Turn Order:
Celeste:
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_
Enora:
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_
Oloch:
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_
Aric:
Spoiler:
Blessings Deck Card 4
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 5
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 6
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of the Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
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 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 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of 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 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 Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 18
Blessing of the 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 Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 20
Blessing of 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: 5 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Precious Mine Card 1:
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_

Precious Mine Card 2:
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_

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

Precious Mine Card 4:
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 5:
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 6:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Precious Mine Card 7:
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_

Precious Mine Card 8:
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 9:
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 10:
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 11:
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_

Precious Mine Card 12:
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 13:
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 14:
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
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: 4 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Oloch/Glmry,

Quarry Card 1:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_
The difficulty to defeat is increased by the scenario's adventure deck number_

Quarry Card 2:
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 3:
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 4:
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 5:
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 6:
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 7:
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 8:
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 9:
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
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Aric/dinketry, 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: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Celeste/k012857, Enora/Eslibedesh,

Peasant Tombs Card 1:
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 2:
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_

Peasant Tombs Card 3:
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 4:
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 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:
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 7:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_

Peasant Tombs Card 8:
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_

Catacombs
Closed
At This Location:
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

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

Catacombs Card 2:
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_


Deck Handler for Aric/RedRaven - Dinketry

The Red Raven descends upon the mine entrance, intent upon the villainy therein.

”Hark and hear ye! The Red Raven comes to roost!”

Move to Precious Mine. Explore and encounter Ghost Scorpion.

”Insects?! They will never learn. Come, be a meal for this bird of prey!”

Use Punching Dagger to avoid overkill.

Melee (9) Check: 1d10 + 3 + 1 + 1d4 ⇒ (7) + 3 + 1 + (2) = 13 SUCCESS! Display Hyaenodon to recharge random card from discard pile!

The vigilante’s canine friend tears off a chunk of the scorpion and drops it as his feet.

”Excellent, my hysterical friend! Now, go and flush out more prey for this predator!”

Random Recharge from Discard Pile: 1d7 ⇒ 7 Recharge my Mask of the Red Raven. Discard Hyaenodon to examine the top card. It is an Emperor Cobra (no trigger). Encounter the monster.

Stealth (6) Check: 1d10 + 2 + 1 ⇒ (9) + 2 + 1 = 12 SUCCESS!

The masked man sidesteps the large snake, peeking around the corner at upcoming pitfalls.

Use Red Raven power to examine top card of location at end of turn. Examine Baited Jewel Box. Recharge Flawless Monocle to avoid trigger. End turn.

The Red Raven fixes his pince-nez on the obvious trap, wise to the ways of this place.

The Red Raven wrote:

Hand: Galvanic Chakram +1, Punching Dagger, Rapier, Mancatcher,

Displayed:
Deck: 10 Discard: 7 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.)


Monster goes to: 1d5 ⇒ 5 the Catacombs again

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: 11, Celeste/k012857

Random Cards:

Monsters
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:
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_

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:
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_

Spoiler:
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_

Barriers
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:
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_

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:
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:
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_

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:
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:
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:
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:
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_

Spells
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:
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:
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 Splash
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_

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_

Armors
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:
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:
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:
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_

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_

Items
Spoiler:
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_

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

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:
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:
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_

Allies
Spoiler:
Embalmer
Ally B
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:
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_

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

Blessings Remaining: 19

Blessings Deck

Blessings Deck Cards/Turn Order:
Enora:
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_
Oloch:
Spoiler:
Blessings Deck Card 2
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_
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 Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 5
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of 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 7
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 9
Blessing of 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 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 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 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 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 Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 17
Blessing of 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 18
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 19
Blessing of 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: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/dinketry,

Precious Mine Card 1 (Baited Jewel Box):
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 2:
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 3:
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 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_

Precious Mine 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_

Precious Mine Card 6:
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 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_

Precious Mine Card 8:
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 9:
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_

Precious Mine Card 10:
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 11:
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 12:
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
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: 4 Ba: 0 W: 2 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Oloch/Glmry,

Quarry Card 1:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_
The difficulty to defeat is increased by the scenario's adventure deck number_

Quarry Card 2:
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 3:
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 4:
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 5:
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 6:
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 7:
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 8:
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 9:
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
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Celeste/k012857, Enora/Eslibedesh,

Peasant Tombs Card 1:
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 2:
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_

Peasant Tombs Card 3:
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 4:
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 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:
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 7:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
If the check to defeat has the Fire trait, add 1 die_

Peasant Tombs Card 8:
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_

Catacombs
Closed
At This Location:
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Catacombs Card 1:
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_

Catacombs Card 2:
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_

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


M American Nerd 3/Cleric 1

At start of turn, reveal Appleslayer to recharge Zae from discard pile.

Play Elemental Treaty

Encounter Dog Soldier - Combat 11
Play Dazzle: 1d10 + 2 + 2d4 ⇒ (8) + 2 + (1, 4) = 15
Success and within 5
Bury Blessing of the Ancients to close.
Elemental Treaty recharges
I will draw the

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_
and the
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_

End of turn:
Random monster goes into location: 1d5 ⇒ 3, which is already closed.
Recharge the Porcupine to examine the top card of the Quarry

Bonecrusher Hunter with trigger! Combat 12.
kukri (2d4), discard Bestiary of Garund for another d4, discard Acadamae Student for my ability (1d8 + melee + poison), recharge Blessing of the Elements for a final d4: 4d4 + 1d8 ⇒ (3, 3, 3, 3) + (1) = 13

Reset my hand

Done

Celeste wrote:

Hand: Thieves' Tools, Flame Staff, Appleslayer, Acid Jet, Force Missile, Kukri, Detect Magic,

Celeste Deck Handler
Displayed:
Deck: 5 Discard: 4 Buried: 1
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>


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: 12, Enora/Eslibedesh

Random Cards:

Monsters
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:
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:
Sun Falcon
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait_ All damage dealt by the Sun Falcon is Fire damage_ If the check to defeat the Sun Falcon has the Cold trait, add 1d8_
If defeated, shuffle the Sun Falcon into the blessings deck_
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box_

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_

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

Spoiler:
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_

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:
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:
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_

Weapons
Spoiler:
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_

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:
Scorpion Whip
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may add or subtract 3 from your result_
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_

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:
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_

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

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

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_

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_

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:
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_

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 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_

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:
Magnifying Glass
Item C
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_

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_

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

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

Spoiler:
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_

Allies
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:
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_

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_

Spoiler:
Mahga Threefingers
Ally B
Traits:
Half-Orc
Ranger To Acquire:
Charisma
Diplomacy 8
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result_
Discard this card to explore your location_

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

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 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 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 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 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: 18

Blessings Deck

Blessings Deck Cards/Turn Order:
Oloch:
Spoiler:
Blessings Deck Card 1
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Aric:
Spoiler:
Blessings Deck Card 2
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Celeste:
Spoiler:
Blessings Deck Card 3
Blessing of 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_
Enora:
Spoiler:
Blessings Deck Card 4
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of the Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 8
Blessing of 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 9
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of 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 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 13
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of 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 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 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 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_

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: 3 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/dinketry,

Precious Mine Card 1 (Baited Jewel Box):
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 2:
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 3:
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 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_

Precious Mine 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_

Precious Mine Card 6:
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 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_

Precious Mine Card 8:
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 9:
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_

Precious Mine Card 10:
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 11:
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 12:
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
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: 0 W: 2 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Oloch/Glmry,

Quarry Card 1:
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 2:
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 3:
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 4:
Ubashki
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2_
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
Discard this card to explore your location_

Quarry Card 5:
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 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:
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 8:
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
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Scorched Ruins Card 1:
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_

Peasant Tombs
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Celeste/k012857, Enora/Eslibedesh,

Catacombs
Closed
At This Location:
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Catacombs Card 1:
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_

Catacombs Card 2:
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_

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


Enora's Deck Handler

I gather my supplies, and push forward to catch up with Celeste. However, as I step down deeper into the tombs, I hear a clang as the tombs lock. Meeting Celeste, I am surprised to see her standing over both the Dogsoldier and the Bonecrusher hunter's corpses, a broken kukri lying next to her. Visibly shocked, I stammer out a thanks and congratulations, and we escape the tombs together.

Move to Quarry

I wave farewell as I begin the trek to the quarry, to meet Oloch. I pass him puzzling over a crowbar, grunting unintelligible words under his breath. I decide not to bother him, instead continuing down into the quarry. I hear bones clattering as I turn a corner, and a skeletal beast leaps at me. I quickly gather a ball of acid, throwing it at the clattering bile of bones.

Discard Acid Splash for combat

Combat 8: 1d10 + 1d6 + 2 ⇒ (6) + (3) + 2 = 11

The acid makes contact, and the Jackal lets out a Bone-chilling hahaha Growl as its bones are dissolved. Finding a corner to relax, I use my Staff of the Scholar to assist resummoning my Acid Splash scroll.

Recharge 6: 1d10 + 1d8 + 2 ⇒ (3) + (3) + 2 = 8

The scroll Succesfully reappears and slots itself into my pack for later.

Random Monster: 1d5 ⇒ 3
Looks like the scorched ruin's monster is getting a friend

Enora wrote:

Hand: Mind Thrust, Burning Snot, Blessing of the Spellbound 1, Talisman Crafter, SpellBook, Electrified Web,

Displayed:
Deck: 5 Discard: 4 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

While rearranging my pack, the halfling wanders over and is jumped by a skeleton. As I watch her dispatch of the beast, I shake my head at the use of the arcane magic she employs. Such a gimmicky magic. Everyone knows that real magic comes from Gorum himself!

As the halfling finishes off the skeleton, I notice an armor lying in the corner.

Fortitude 6: 1d8 + 3 ⇒ (7) + 3 = 10

This looks a little light for my tastes, but it does seem to be better than the old coat I've been wearing.

Discard Tussah Silk Coat, add Bone Lamellar.

Scenario: 1d5 ⇒ 2

As I snatch the armor, I notice yet another thug has entered the Quarry.

Oloch wrote:

Hand: Longspear, Longsword, Divine Favor, Bone Lamellar

Displayed:
Deck: 10 Discard: 4 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 sifts through his pack, displacing his avian accoutrements in place of his jeweller's glass.

A trapped lock awaits Aric.

Change into Aric. Exchange Galvanic Chakram for Magnifying Glass. @Enora, could I ask for your Blessing of the Spellbound, please? This check is going to suck. Using both of Oloch's weapon pluses as well...

Disable (6 - in reality, 10) Check: 1d4 + 1d4 + 1d4 + 2 ⇒ (2) + (1) + (2) + 2 = 7 PARTIAL SUCCESS!

"Blast!" Aric curses as the awaited-poisoned needle pricks his skin.

Poison Damage: 1d4 ⇒ 4 Looks like my luck has ended. Draw Magnifying Glass (!) and Holy Water Grenade from box. Recharge Magnifying Glass to examine top card of my class deck. It's my Signal Whistle. Shuffle my class deck and reset hand. END DISAPPOINTING TURN.

Aric wrote:

Hand: Holy Water Grenade, Masque, Signal Whistle, Filter Hood, Blessing of the Spy, Embalmer,

Displayed:
Deck: 7 Discard: 11 Buried: 0
Notes:
Sideboard cards: Galvanic Chakram +1, Patrician's Armor, 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

End of Aric's turn. random monster location: 1d5 ⇒ 4 -- Peasant tombs, already closed.

Join Aric at the Precious Mine
Explore
Smoked Glass Goggles Survival 6: 1d8 + 4 ⇒ (5) + 4 = 9 Got them.

Recharge Detect Magic to examine the top card. It is a Remove Curse. Encounter it. Arcane 8: 1d10 + 2 ⇒ (4) + 2 = 6. Oops, didn't get it

Discard Appleslayer to move to Quarry and examine. (Now, Quarry got a random monster. There are six other cards there. I'm going to roll a d7. "7" will be the random monster. Anything else will be the top card.)d7: 1d7 ⇒ 1 It is Voices of the Spire.

I can probably beat it, but I cannot do the closing (I have a d6 trying for 7). So I won't encounter it

End of turn
Recharge Flame Staff to examine top card of Precious Mine.
Trigger: Random Scourge: 1d4 + 1 ⇒ (3) + 1 = 4

Reset hand

Random monster goes: 1d5 ⇒ 4


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: 16, 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:
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_

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:
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:
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_

Barriers
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:
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_

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_

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:
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:
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:
Flaming Heavy Pick +1
Weapon B
Traits:
Pick
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 12
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 and the Fire trait_ If any d6 rolled on this check is a 6, count it as 7_

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:
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 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_

Spells
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_

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

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:
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_

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 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 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_

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

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

Allies
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:
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:
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 B
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:
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_

Blessings
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 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 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 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_

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: 14

Blessings Deck

Blessings Deck Cards/Turn Order:
Oloch:
Spoiler:
Blessings Deck Card 1
Blessing of the Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Aric:
Spoiler:
Blessings Deck Card 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_
Celeste:
Spoiler:
Blessings Deck Card 3
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Enora:
Spoiler:
Blessings Deck Card 4
Blessing of 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 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of 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 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 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 Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of 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 12
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
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 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: 3 Ba: 0 W: 1 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Aric/dinketry,

Precious Mine 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_

Precious Mine Card 2:
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 3:
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 4:
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 5:
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_

Precious Mine Card 6:
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 7:
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 8:
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
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: 0 W: 2 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Celeste/k012857, Enora/Eslibedesh, Oloch/Glmry,

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

Quarry Card 2:
Enchanter
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number_
Before you act, the Enchanter deals 1 Force damage to you_
After you act, the Enchanter deals 1 Fire damage to you_

Quarry Card 3:
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 4:
Shock Toad
Monster B
Traits:
Animal
Electricity
Basic
To Defeat:
Combat 6
The Shock Toad is immune to the Electricity trait_
Before you act, the Shocker Toad deals 1 Electricity damage to each character at your location_

Quarry Card 5:
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 6:
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 7:
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
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Scorched Ruins Card 1:
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_

Scorched Ruins Card 2:
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_

Peasant Tombs
Closed
At This Location:
M: 2 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Peasant Tombs Card 1:
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_

Peasant Tombs Card 2:
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_

Catacombs
Closed
At This Location:
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Catacombs Card 1:
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_

Catacombs Card 2:
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_

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


Enora's Deck Handler

I trek to the precious mine, bidding my farewell as Celeste joins Oloch at the Quarry. I pass Aric fiddling with a trapped lock, briefly blessing him with the sorcerers blessing before moving on.

Walking around a corner, a scuttling catches my attention. I create a magic light and reveal a Swarm of Scarabs surrounding me.

Knowing the scarab's weakness to fire, I prepare another nuclear sneeze to conquer the insects. I call upon Oloch for his Divine favor as well, increasing the flames.

Combat 8: 1d10 + 1d6 + 1d4 + 2 ⇒ (2) + (2) + (3) + 2 = 9

I launch the firebomb from my nose onto the ground around me, burning the scarabs alive. For being such a barbaric spell, it does seem to be effective.

I call upon my Talisman Crafter, hoping she can grant me a useful item. She grants me a Healing potion, and I chug it down.

Healing: 1d4 ⇒ 3

I decide to wait for Aric to continue forward, taking care of my spells in the meantime. I pull out my spellbook and use it to help recreate my flaming snot.

recharge 7: 1d10 + 1d8 + 2 ⇒ (8) + (6) + 2 = 16

I am successful, and the scroll slots itself once again.
Random Monster: 1d5 ⇒ 4

Enora wrote:

Hand: Mind Thrust, Remove Curse, Binder's Tome, Fire Snake, Bestiary of Garund, Electrified Web,

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.


1 person marked this as a favorite.
Oloch Deck Handler

After grabbing the Armor, I hear the halfling struggling in his scuffle. Quickly I pray to Gorum to send his favor to aid in her conflict.

Recharge Divine Favor
Divine 7: 1d8 + 1 ⇒ (8) + 1 = 9

Gorum is pleased with me, and I sense he will grant his Favor again.

Suddenly, I am alerted to the screech of the Voices of the Spire as it comes barreling at me.

I ready my Longsword and attack.
Combat 10: 1d12 + 1d8 + 1 ⇒ (7) + (7) + 1 = 15

Close check
Fort 7: 1d8 + 3 ⇒ (8) + 3 = 11

As the beast falls to my blade he slashes me across the arm and infects me with his poison and breaking my sword in the process.
Discard Longsword for close.

Having dealt with the Halfwits lackey, the rest of the thugs in the Quarry scatter and hide.

"I'm coming for you Halfwit. I'm coming."

Scenario: 1d5 ⇒ 3
Monster to the Scorched Ruins

Oloch wrote:

Hand: Longspear, Bone Lamellar, BotG 1, Fireproof O-Yoroi

Displayed: Curse of Vulnerability
Deck: 9 Discard: 5 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

Sorry to be a pain - Enora’s defeat of the Scarab Swarm, though it included fire, did not also exceed its check to defeat (8) by 4 or more. Wouldn’t it then be shuffled into the location again?


The swarm is shuffled back in if you don't defeat by 4 and it didn't have the fire trait. Having the fire trait is enough to make that not true. If it had been or then it would shuffle in if either of them were true.

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: 18, Aric/dinketry

Random Cards:

Monsters
Spoiler:
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_

Spoiler:
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_

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:
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:
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_

Barriers
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:
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_

Spoiler:
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_

Spoiler:
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_

Spoiler:
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_

Weapons
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_

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:
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_

Spoiler:
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_

Spoiler:
Fighting Crook
Weapon B
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4_ If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait_
After you act, reveal an armor or you are dealt 1 combat damage_

Spells
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 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:
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:
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:
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:
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:
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:
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_

Items
Spoiler:
Flash Freeze
Item C
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:
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_

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

Allies
Spoiler:
Khelru
Ally 1
Traits:
Human
Cleric To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail the check to acquire Khelru, discard the top card of the blessings deck_
Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card_
Discard this card to examine the top card of your location_ You may then explore your location_

Spoiler:
Mahga Threefingers
Ally B
Traits:
Half-Orc
Ranger To Acquire:
Charisma
Diplomacy 8
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result_
Discard this card to explore your location_

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:
Kafar
Ally B
Traits:
Trigger
Human
Rogue
Aspis To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card_ If you fail the check to acquire this card, banish a boon that does not have the Basic trait_
Discard this card to explore your location_ Add 1d4 to your Charisma checks and checks to acquire boons during this exploration_

Spoiler:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
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 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 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 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 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 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: 12

Blessings Deck

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

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

Precious Mine Card 1:
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 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:
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 4:
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_

Precious Mine Card 5:
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 6:
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 7:
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
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Celeste/k012857, Oloch/Glmry,

Scorched Ruins
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

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

Scorched Ruins Card 2:
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_

Scorched Ruins Card 3:
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_

Peasant Tombs
Closed
At This Location:
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Peasant Tombs Card 1:
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_

Peasant Tombs 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_

Peasant Tombs Card 3:
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_

Catacombs
Closed
At This Location:
M: 3 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Catacombs Card 1:
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_

Catacombs Card 2:
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_

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


Deck Handler for Aric/RedRaven - Dinketry

The nobleman nods at the fetching halfling before turning his attentions back to the mine at hand.

"Hrrrrrmmm. What's this?" Aric picks up a dusty vial from between the slats of a disused cart track.

Explore and encounter Bladeguard.

Intelligence (6) Check: 1d8 ⇒ 5 FAIL!

Aric fumbles as he picks up the vial. The glass bottle lands with a crash on the metal rail.

I have got to be more careful!

"Oops, what?" Aric lets slip. Discard Blessing of the Spy to explore again. Gain a bonus die to next check. Encounter Porcupine.

A small prickly-appearing mammal scurries out and sniffs Aric's shoe.

"Oh hello, what?"

Wisdom (7) Check: 1d8 + 1d8 ⇒ (4) + (5) = 9 SUCCESS!

Aric picks up the quill-covered animal.

"It's precious!" He looks askance at the funereal caretaker. "Look, you, would you be so kind as to look ahead for us? That'd be a wonder."

Discard Embalmer to explore further. Encounter Sling Staff. Change from Aric into the Red Raven. Exchange Signal Whistle for Galvanic Chakram +1.

The embalmer calls from ahead, indicating what appears to be a weapon stuck high up between the walls of the mine.

Too hard for Aric to handle, but not to hard for...

"The Red Raven rides again!" The vigilante bursts forth from behind the small furry porcupine and leaps up the wall.

Dexterity (8) Check: 1d10 + 1 ⇒ (9) + 1 = 10 SUCCESS!

The masked man falls back down, landing lightly on his feet with the weapon clutched in his hand and the porcupine nestled on his shoulder.

"Ha HA! Away, my prickly friend! Flush them out!" The Red Raven sends the porcupine scuttling into the darkness to explore further.

Explore and encounter Desert Trapper. Use Sling Staff to avoid overkill.

"Come to me, dog!" the vigilante taunts.

Melee (7+1) Check: 1d10 + 1 + 1d6 ⇒ (3) + 1 + (5) = 9 SUCCESS!

The trapper falls. The Red Raven pushes forward.

"Jester! Shine a light over there!" The vigilante directs his jester to show the way.

Discard Masque for one more explore. Encounter Voices of the Spire.

An inquisitor steps forward.

"Ah-ha! Finally a match to my talons!"

Use Galvanic Chakram +1.

Melee (8+2) Check: 1d10 + 1 + 1d8 + 1 ⇒ (5) + 1 + (8) + 1 = 15 SUCCESS!

Afflicted by Curse of Vulnerability. Attempt close.

The inquisitor calls down a holy curse on the Red Raven. The vigilante laughs, ushering Enora out as he attempts to close the place down.

@Oloch, could I use your Blessing of the Gods? Also using your +1 from your weapon.

Strength (6) Check: 1d6 + 1d6 + 1 ⇒ (3) + (5) + 1 = 9

The masked man slams the door closed on the mine. As he walks away, arm-in-arm with the arcanist, he notices another glass vial on the ground. Random item acquired from closure of location - Flash Freeze. Location CLOSED!

END TURN. END Scenario???

The Red Raven wrote:

Hand: Holy Water Grenade, Sling Staff, Galvanic Chakram +1, Filter Hood,

Displayed:
Deck: 8 Discard: 15 Buried: 0
Notes:
Sideboard cards: Signal Whistle, 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.)


Development

After fighting your way through the throng of guards and freeing as many prisoners as you could, you flee into the labyrinthine streets of Okeno. Dodging down alleyways, you frantically wind your way toward the outer edges of the city with Siddique on your heels.

"You are as good as your word, Pathfinders," Siddique says. "Would that I could repay you for all you have done today."

The buildings start to become fewer and farther between, and before you know it, you stand at the base of the Stonespine Mountains. Soon you shall be free of the Yellow City's depredations.

Reward

For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the loot Game of Afterlife. At the end of each scenario, return the card to the game box.

Each character draws an ally from the game box. Adventure Card Guild characters may choose a bonus deck upgrade.

Game of Afterlife:

Loot B
Type: Item
Traits: Object Gambling
To Acquire: None
Bury this card to banish a displayed card that has the Curse trait. When you would fail a check, bury this card to reroll 1 die; take the new result. After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it.

Four random allies from the game box:

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_

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.

Embalmer:

Ally B
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_

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_

So there are three more Ally B's, and one more Ally 1, available for upgrades.


4-1D: Trouble Following Directions

Having reached the shelter of the foothills, you finally catch your breath. The Stonespine Mountains loom above you, imposing yet beautiful. When discussing the escape plan, your Eagle Knight ally Aviera Sacero directed you to a stream at the base of the mountain that would lead to the rendezvous point. While Stonespine Island’s natural harbors provide convenient cover for the illicit activities of the coast, you would not want to stumble upon the wrong folks in the wrong cove. Now, far from the prying eyes of the city, you take out your wayfinder to get your bearings. You find a stream, though the water runs at barely more than a trickle. Luckily, you spot a weathered sign bearing a black eagle that confirms you are going the right way.

Following the stream—or rather, the bed where the stream used to be—you meander through a valley in the mountains. Satyar Siddique—the man you rescued from slavers in Okeno—is holding up well enough, though he is still tired and weak.

After hours of walking in the heat, you reach the flat scrublands on the other side of the mountains. You look from the cracked streambed to your panting and weary companion, and detour to a lush copse of trees just visible in the distance. Siddique perks up at the thought of water, and your spirits lift as you make your way toward it.

However, as you stray further from your designated path, you notice that patch of green is not getting any closer.

You have been duped by a mirage. Sacero told you to use the path trusted by the undercover Eagle Knights, and you suddenly feel foolish for abandoning it. Not only do unsavory types prowl the wilds looking for easy targets, but the land itself holds hidden dangers. Your best hope is to find your way back to the trail before someone—or something—finds you first.

During this scenario

Locations may not be temporarily closed.

After closing a location, you may recharge 1d4+1 random cards from your discard pile.

At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.

Villain:

Mirage
Villain B
Type: Barrier
Traits: Trigger Obstacle
To Defeat: Wisdom Perception 7
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
"The desert is the most skilled illusionist on Golarion." –Osirion History Guide

Henchmen:

Sand Scorpion
Henchman 1
Type: Monster
Traits: Half-Elf Alchemist
To Defeat: Combat 12
Before you act, each character at this location is dealt 1 Poison damage. 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.

Daughter of the Desert
Henchman 1
Type: Monster
Traits: Human Bard
To Defeat: Combat 12
If defeated, each character at this location may draw a random non-Basic Item from the box. 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.

Sand Thief
Henchman 1
Type: Monster
Traits: Outsider Elemental
To Defeat: Combat 13
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.

Beheaded
Henchman 1
Type: Monster
Traits: Undead
To Defeat: Combat 12 OR Arcane Divine 10
The Beheaded is immune to the Mental and Poison traits. Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1: Fire 2: Acid 3: Cold 4: Electricity
If defeated, you may immediately attempt to close the location this henchman came from.

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


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: Locations may not be temporarily closed.

After closing a location, you may recharge 1d4+1 random cards from your discard pile.

At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.

Villain:

Mirage
Villain B
Type: Barrier
Traits: Trigger Obstacle
To Defeat: Wisdom Perception 7
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
"The desert is the most skilled illusionist on Golarion." –Osirion History Guide

Henchmen:

Sand Scorpion
Henchman 1
Type: Monster
Traits: Half-Elf Alchemist
To Defeat: Combat 12
Before you act, each character at this location is dealt 1 Poison damage. 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.

Daughter of the Desert
Henchman 1
Type: Monster
Traits: Human Bard
To Defeat: Combat 12
If defeated, each character at this location may draw a random non-Basic Item from the box. 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.

Sand Thief
Henchman 1
Type: Monster
Traits: Outsider Elemental
To Defeat: Combat 13
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.

Beheaded
Henchman 1
Type: Monster
Traits: Undead
To Defeat: Combat 12 OR Arcane Divine 10
The Beheaded is immune to the Mental and Poison traits. Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1: Fire 2: Acid 3: Cold 4: Electricity
If defeated, you may immediately attempt to close the location this henchman came from.

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


Additional Rules: Adventure Deck number: 1
Turn: 0

Random Cards:

Monsters
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:
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:
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:
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:
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_

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

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:
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_

Spoiler:
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_

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:
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:
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:
Shotel
Weapon B
Traits:
Scythe
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_

Spoiler:
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_

Spells
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:
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:
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:
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:
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_

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

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

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:
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_

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

Spoiler:
Fire Gecko
Ally B
Traits:
Animal
Elemental
Fire To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check_ If you do not defeat the bane, discard this card before taking damage_
Discard this card to explore your location_ Add 1d4 and the Fire trait to your combat checks during this exploration_

Spoiler:
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_

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:
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_

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 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 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 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_

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Thornscrub
At This Location: Banes that have the Poison trait may not be evaded.
When Closing: You are dealt 1 Poison damage.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: None

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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


Deck Handler for Aric/RedRaven - Dinketry

Aric will start at the Howling Sands.


Oloch Deck Handler

Oloch will head to the Volcanic Vents


Falsin Deek sees Aric and Oloch approaching, and lays out some wares.

Lottery Urn:

Item 1
Traits: Object Magic Gambling
To Acquire: Wisdom 6
Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.

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.

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.


Deck Handler for Aric/RedRaven - Dinketry

@Oloch - Aric would be interested in the Lottery Urn. Are you?


Oloch Deck Handler

I am, but I'm can't think of anything I would trade out for it. Go ahead and take it since you cycle through your deck more than I so you're more likely to get use out of it.


Deck Handler for Aric/RedRaven - Dinketry

Aric will purchase the Lottery Urn from Falsin Deek. I'll put my Magnifying Glass in my deck box and bury the Patrician's Armor.

The nobleman sniffs in disaffected pleasure at the strange nomadic merchant as he pays for the Osirion clay jar.

"Deek, is it, what? Quite fortuitous to find you out here. I'll do my part to pass business associates your way."

Aric bids the merchant caravan farewell and makes his way into a stiff desert zephyr.

Moving to the Howling Sands.

Aric wrote:

Hand: Masque, Blessing of the Spy, Lookout, Flawless Monocle, Silver Balladeer, Dreamcatcher,

Displayed:
Deck: 8 Discard: 0 Buried: 1
Notes: My Lookout can be used as a 1d6 bonus to any Perception check, regardless of location.
Sideboard cards: Kama, Rapier, Onmyoji,

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.


Oloch Deck Handler

The smell of sulfur and the feeling of the fire is comforting. The pits of fire. The arenas of death. All better than this forsaken desert. Let the others lose their way, I know the way out is this direction. It feels right.

Head to Volcanic Vents

Oloch wrote:

Hand: BotG 3, Champion's Do-Maru, Spear of the Watchful Guardian, Hammer

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.


M American Nerd 3/Cleric 1

Celeste will start at the Sulfur Pits.

Celeste wrote:

Hand: Blessing of Pharasma, Blessing of the Elements, Zae, Rodrick, Sage's Journal, Dazzle, Blessing of the Ancients,

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>

Player Reward 6: Silver Crusade Reward:

[ ] [ ] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[ ] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.


Enora's Deck Handler

Strolling through the Sunburst market, I spot a small scroll stand off to the side. Trading in my Burning Snot, I am able to grab an Immolate.

Much more sophisticated

I continue through the market, heading towards the Shifting Dunes. I use my hood to cover my face, preparing to head off and find our way back to the path.

Enora wrote:

Hand: Fire Snake, Acid Splash, SpellBook, Staff of The Scholar, Immolate, Apprentice,

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

Skills and Powers:
SKILLS

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

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


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

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

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

During This Scenario: Locations may not be temporarily closed.

After closing a location, you may recharge 1d4+1 random cards from your discard pile.

At the start of your turn, if you are at an open location, discard the top or bottom card of your deck.

Villain:

Mirage
Villain B
Type: Barrier
Traits: Trigger Obstacle
To Defeat: Wisdom Perception 7
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location.
"The desert is the most skilled illusionist on Golarion." –Osirion History Guide

Henchmen:

Sand Scorpion
Henchman 1
Type: Monster
Traits: Half-Elf Alchemist
To Defeat: Combat 12
Before you act, each character at this location is dealt 1 Poison damage. 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.

Daughter of the Desert
Henchman 1
Type: Monster
Traits: Human Bard
To Defeat: Combat 12
If defeated, each character at this location may draw a random non-Basic Item from the box. 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.

Sand Thief
Henchman 1
Type: Monster
Traits: Outsider Elemental
To Defeat: Combat 13
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated. If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead. If defeated, you may immediately attempt to close the location this henchman came from.

Beheaded
Henchman 1
Type: Monster
Traits: Undead
To Defeat: Combat 12 OR Arcane Divine 10
The Beheaded is immune to the Mental and Poison traits. Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1: Fire 2: Acid 3: Cold 4: Electricity
If defeated, you may immediately attempt to close the location this henchman came from.

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


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

Random Cards:

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

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:
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:
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:
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:
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:
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_

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_

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_

Weapons
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:
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_

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:
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:
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_

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:
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:
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:
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_

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:
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_

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:
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_

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_

Items
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_

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

Spoiler:
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_

Allies
Spoiler:
Embalmer
Ally B
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:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_

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

Spoiler:
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_

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

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

Spoiler:
Blessing of the Elements
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 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: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Enora:
Spoiler:
Blessings Deck Card 1
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Oloch:
Spoiler:
Blessings Deck Card 2
Blessing of 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_
Aric:
Spoiler:
Blessings Deck Card 3
Liberty's Edge Favor
Favor 1
Traits:
When you discard this card from the blessings deck, draw an ally from the box.~While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.
Celeste:
Spoiler:
Blessings Deck Card 4
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of 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 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 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 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 the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of 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 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 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 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 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 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_
Spoiler:
Blessings Deck Card 19
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 20
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 21
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 22
Blessing of 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 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 Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 25
Blessing of 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 26
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 27
Blessing of the 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 Wadjet
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 29
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_

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Enora/Eslibedesh

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

Shifting Dunes Card 2:
Fighting Crook
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9
For your combat check, reveal this card to use your Strength or Melee skill + 2d4_ If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait_
After you act, reveal an armor or you are dealt 1 combat damage_

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

Shifting Dunes Card 4:
Daughter of the Desert
Henchman 1
Type: Monster
Traits:
Human
Bard
To Defeat:
Combat 12
If defeated, each character at this location may draw a random non-Basic Item from the box_
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_

Shifting Dunes Card 5:
Cure
Spell C
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6
Reveal this card and choose a character at your location_ Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Shifting Dunes Card 6:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_

Shifting Dunes Card 7:
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_

Shifting Dunes Card 8:
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_

Shifting Dunes Card 9:
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_

Shifting Dunes Card 10:
Ghoul
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_
Thornscrub
At This Location: Banes that have the Poison trait may not be evaded.
When Closing: You are dealt 1 Poison damage.
When Permanently Closed: No effect.
M: 4 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Thornscrub Card 1:
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_

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

Thornscrub Card 3:
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_

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

Thornscrub Card 5:
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_

Thornscrub Card 6:
Acid Pool
Henchman C
Type: Barrier
Traits:
Obstacle
Acid
Veteran
To Defeat:
Intelligence
Craft
Wisdom
Survival 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result_
If defeated, you may immediately attempt to close the location this henchman came from_

Thornscrub Card 7:
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_

Thornscrub Card 8:
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_

Thornscrub Card 9:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

Thornscrub Card 10:
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_

Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Oloch/Glmry

Volcanic Vents Card 1:
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_

Volcanic Vents 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_

Volcanic Vents Card 3:
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_

Volcanic Vents Card 4:
Mirage
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
To Defeat:
Wisdom
Perception 7
When you examine this card or encounter the Mirage, if any other location is open, the Mirage is evaded; shuffle it into a random other open location_
"The desert is the most skilled illusionist on Golarion_" –Osirion History Guide

Volcanic Vents Card 5:
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_

Volcanic Vents Card 6:
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_

Volcanic Vents 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_

Volcanic Vents Card 8:
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_

Volcanic Vents Card 9:
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_

Volcanic Vents Card 10:
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_

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 1 I: 1 Al: 2 Bl: 0 ?: 1
Located/Displayed Here: Aric/dinketry

Howling Sands Card 1:
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_

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

Howling Sands Card 3:
Neb-at
Ally 1
Traits:
Human
Smuggler To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait_
Discard this card to explore your location_

Howling Sands Card 4:
Sand Thief
Henchman 1
Type: Monster
Traits:
Outsider
Elemental
To Defeat:
Combat 13
Before you act, succeed at a Wisdom, Perception, or Survival 6 check or the Sand Thief is undefeated_
If undefeated, when the Sand Thief would deal damage to you, shuffle an item into your location deck instead_
If defeated, you may immediately attempt to close the location this henchman came from_

Howling Sands Card 5:
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_

Howling Sands Card 6:
Druid of the Hive
Ally B
Traits:
Thriae
Druid
Veteran
Poison To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunities to the Acid and Poison traits_
Discard this card to explore your location_ Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait_

Howling Sands Card 7:
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_

Howling Sands Card 8:
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_

Howling Sands Card 9:
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_

Howling Sands Card 10:
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_

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Celeste/k012857

Sulfur Pits Card 1:
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_

Sulfur Pits Card 2:
Sand Scorpion
Henchman 1
Type: Monster
Traits:
Half-Elf
Alchemist
To Defeat:
Combat 12
Before you act, each character at this location is dealt 1 Poison damage_
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_

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

Sulfur Pits Card 4:
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_

Sulfur Pits Card 5:
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_

Sulfur Pits Card 6:
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_

Sulfur Pits Card 7:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6
Recharge this card to add 1d4 and the Poison trait to your combat check_
Discard this card to explore your location_

Sulfur Pits Card 8:
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_

Sulfur Pits Card 9:
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_

Sulfur Pits Card 10:
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_

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

Ruined Temple Card 1:
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_

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

Ruined Temple Card 3:
Azaz Arafe and Zazu
Ally 1
Traits:
Human
Evoker
AND
Animal To Acquire:
Charisma
Diplomacy
Arcane
Divine 7
If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile_
Recharge this card to examine the top card of your location deck_
Discard this card to add the Magic trait to a combat check at your location, or to explore your location_

Ruined Temple Card 4:
Smoked Glass Goggles
Item C
Traits:
Accessory To Acquire:
Intelligence
Craft
Wisdom
Survival 6
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait_

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

Ruined Temple 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_

Ruined Temple Card 7:
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_

Ruined Temple Card 8:
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_

Ruined Temple Card 9:
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_

Ruined Temple Card 10:
Beheaded
Henchman 1
Type: Monster
Traits:
Undead
To Defeat:
Combat 12
OR Arcane
Divine 10
The Beheaded is immune to the Mental and Poison traits_
Before you act, roll 1d4_ Each character at your location is dealt 1 damage of this type:
1_ Fire
2_ Acid
3_ Cold
4_ Electricity
If defeated, you may immediately attempt to close the location this henchman came from_


M American Nerd 3/Cleric 1

Start of turn: Discard bottom card of deck:

Explore: Croc skin armor
CON 4: 1d6 ⇒ 1 -- lost

Discard Zae to explore: Sand Scorpion
1 poison damage: discard Rodrick
combat 12, Dazzle: 1d10 + 2 + 2d4 ⇒ (7) + 2 + (4, 2) = 15 -- defeated by less than 5

Attempt to close
1 Acid damage: discard Sage's Journal

Location closed
Recharge 1d4+1 cards from discard pile: 1d4 + 1 ⇒ (2) + 1 = 3
The card I don't recharge is card: 1d4 ⇒ 4

end of turn
Recharge Blessing of Pharasma to examine top card of Thornscrub: Crocodile Skin Shield

done (Yay! I had my own Chad turn)

Celeste wrote:

Hand: Remove Curse (was Detect Magic), Blessing of the Elements, Blessing of the Gods, Fiery Glare, Bestiary of Garund, Thieves' Tools, Blessing of the Ancients,

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>

Player Reward 6: Silver Crusade Reward:

[ ] [ ] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[ ] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.


Enora's Deck Handler

Beginning my journey through the desert, the dehydration and sand drains my energy... Discard Blessing of Spellbound from top of deck.

Pushing through the shifting dunes, I see something glint in the sun. Upon closer inspection, I find a compass coated in sand. I summon my Fire Snake to collect it for me.
wisdom 4: 1d10 + 2 ⇒ (6) + 2 = 8

recharge 8: 1d10 + 2 + 1d8 ⇒ (10) + 2 + (5) = 17
I use my Staff of the Scholar to assist in creating another fire snake scroll, allowing me to use it once again down the road.

With the compass in hand, I push forward to find a Fighting Crook. Without the strength to pick it up nor the need for it, I leave it there. I call my apprentice, and ask him to push forward for me, and report back on what he finds.

The apprentice brings back a baited jewel box, rigged with a poison interior. I believe my acid should be able to melt through the box...

I create a ball of acid in my hands, and slowly drip it over the box, hoping to succesfully disable the trap without being pricked by the poison.

Disable 6: 1d10 + 2 + 1d6 ⇒ (7) + 2 + (5) = 14

The poison is disabled successfully, however the acid also melted 1 of the items inside. However, luckily there was still a Holy Water Grenade for me to collect inside.

recharge 6: 1d10 + 2 + 1d6 ⇒ (3) + 2 + (6) = 11

Using my spellbook, I was able to successfully recharge my Acid, and prepare to use it once again later.

Enora wrote:

Hand: Holy Water Grenade, Bestiary of Garund, Riftwarden, Blessing of the Spellbound 2, Immolate, Mind Thrust,

Displayed:
Deck: 8 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

As I make my way through the Volcanic Vents a burst of lava catches me by surprise.

Discard Longsword from top of deck

As I wonder on, I spy a scroll casing marked with the symbol of Pharasma. Nervously, I peer inside and see the writings of ancient scripture. As I read the writings:

Divine 6: 1d8 + 3 ⇒ (6) + 3 = 9

I feel the power of Gorum pulse through my body. Gorum has blessed me with the power to bring an Unshakable Chill on my enemies. Using my newfound blessings, I continue on.

Discard Blessing of the Gods to explore again.

This place is infused with the power of the Ancients! I revel in the raw power this place exudes! I feel myself growing stronger as I continue to explore.

Auto acquire Blessing of the Ancients (Divine 3).

Discard Blessing of the Ancients to explore again.

As I'm reveling in my newfound power, I hear the familiar snarl of a Hyena behind me.

Combat 9: 1d8 + 1d6 + 3 ⇒ (5) + (3) + 3 = 11

Using my newfound power, I blast the Hyena with an Unshakeable Chill.

Recharge Divine 8: 1d8 + 3 ⇒ (8) + 3 = 11

Shoot. I realized after finishing the post that I didn't roll the Auto for the Blessing of the Ancients (Divine 3 I have +3 Divine). Instead of messing up the rest of my rolls, I'll just leave it as the Auto, if that's OK with everyone.
Also note, since I think this is one of the rare times I've had a blessing in hand, you can also use that blessing for a +1 on any check as well as the 2 weapons.

Oloch wrote:

Hand: Champion's Do-Maru, Spear of the Watchful Guardian, Hammer, BotG 1

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Feel free to display any weapons/blessings 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.


Great job closing a location on the very first turn!

Oloch: Not rolling the auto-acquire is fine. Unfortunately, the Blessing of the Ancients actually makes you examine and then explore, which means it activates the trigger power of the Hyena and you take 2 damage.


Deck Handler for Aric/RedRaven - Dinketry

Aric begins trekking into the blustery zephyr of the sands, shielding his face as he goes.

Top card of the Blessings Discard pile for Aric is Liberty’s Edge Favor!

A sandswept coroner rushes up to Aric to join his trek.

Acquire Embalmer. Beginning of turn: discard Blessing of the Ancients from top of my deck.

A particularly hearty wind whips at Aric as he greets the newcomer. Something comes loose from Aric's haversack.

"Blast it all! Did you see what just blew away from my pack? Any of you?" The nobleman calls out to his retainers.

Reveal Dreamcatcher to draw Blessing of the Ancients from discard pile. Use Lookout to augment Perception check.

Perception (8) Check to recharge Dreamcatcher: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (5) = 15 SUCCESS!

The elven pirate's sharp eyes spot the glint of Aric's dreamcatcher in the sands and returns it to him.

"Oh, this, what?" Aric says with a laugh, "It's a tchotchke from Okeno - I am glad to have it back."

Recharge Dreamcatcher and explore. Encounter Clinging Venom.

The nobleman steps on a rolled up scroll strangely buried in the sands.

"Hmmm, what?"

Intelligence (4) Check: 1d8 ⇒ 3 FAIL!

Aric's silk-lined boot unfortunately crushes the parchment into flakes of paper that scatter with the winds as he tries to pick it up.

"Hmph. Never the mind with that. Onwards! You, the mausoleum one, explore ahead!" Aric commands directs the newcomer to prove show his worth.

Discard Embalmer to explore again. Encounter Shasalqu. Recharge Flawless Monocle to avoid power that occurs before I act. Replace Aric with the Red Raven and replace Masque in my kit with Rapier.

A strange crystalline creature returns in chase of the feckless coroner. In a swirl of sand, suddenly the figure he runs to is none other than the Red Raven! The vigilante salutes his foe with his rapier.

"Well done! A bit of prey for this hungry predator!"

Melee (9) check: 1d10 + 3 + 1 + 2d4 ⇒ (1) + 3 + 1 + (4, 4) = 13 SUCCESS!

The Red Raven stabs true with his rapier and the crystalline creature explodes in a cloud of icy shards. The masked man swirls his red cloak about him, deflecting the jagged detritus from his followers.

"We are on the right path! Let us press our advantage!"

Discard Blessing of the Spy to explore. I get an extra die on this turn. Encounter Neb-at.

The vigilante looks turn between his charismatic alter ego and his true self as another would-be follower rushes up to the group.

"You! There! Come and follow me!"

This would be child's play for Aric...

It's an Ally 1. Use Liberty’s Edge Faction Favor to enhance my attempt.

Charisma (6) Check: 1d4 + 1d4 + 1d4 ⇒ (1) + (3) + (3) = 7 SUCCESS!

For whatever reason, the newcomer joins. Almost immediately, he wishes that he hadn't.

"Good form! Now fly ahead and tell me what you see!"

Discard Neb-at to explore again. Encounter Sand Thief.

"Ha-ha!" the vigilante laughs triumphantly. The elemental flings sand in his face.

Use Lookout to enhance Perception check.

Perception (6) Check: 1d8 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7 SUCCESS!

"Feel my talons! Screeee!" The vigilante attacks!

Oloch, I need you! (Use all 3 weapon/blessing enchancements).

Melee (13) Check: 1d10 + 3 + 1 + 2d4 + 3 ⇒ (7) + 3 + 1 + (2, 1) + 3 = 17 SUCCESS!

The vigilante attempts to lead his caravan out of the zephyr after felling the sand beast.

Dexterity (4+1) Check to close: 1d10 + 1 ⇒ (7) + 1 = 8 SUCCESS - CLOSED!

Recharge Cards: 1d4 + 1 ⇒ (1) + 1 = 2


Deck Handler for Aric/RedRaven - Dinketry

Ninja’d by our BR! Even without Oloch’s enhancements, I would’ve defeated the Henchman. I love this class, BTW.


Deck Handler for Aric/RedRaven - Dinketry
The Red Raven wrote:

Hand: Rapier, Silver Balladeer, Lookout, Blessing of the Ancients,

Displayed:
Deck: 11 Discard: 1 Buried: 1
Notes: My Lookout is good for an extra 1d6 to any Perception check. Feel free to use my blessing if you need.
Sideboard cards: Kama, Masque, Onmyoji,

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.)


M American Nerd 3/Cleric 1

Discard top card of deck: Acid Jet

Move to Thornscrub
Explore: Crocodile Skin Shield
CON 4: 1d6 ⇒ 2 -- fail

End of turn
Recharge Bestiary of Garund to examine top card of Ruined Temple: Acid Jet

Reset hand
Done

Celeste wrote:

Hand: Remove Curse (was Detect Magic), Blessing of the Elements, Blessing of the Gods, Fiery Glare, Appleslayer, Thieves' Tools, Blessing of the Ancients,

Celeste Deck Handler
Displayed:
Deck: 6 Discard: 2 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>

Player Reward 6: Silver Crusade Reward:

[ ] [ ] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[ ] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.


I'm working on an update, but I forgot to ask Celeste - when you defeated the Sand Scorpion and closed the location, did you want to draw the boons from the location deck?

1 to 50 of 643 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [ACG] [CaG] Season of Faction's Favor 4-1: Chasing Yellow Sails - Elinnea All Messageboards

Want to post a reply? Sign in.