[ACG][CaG] Season of Factions Favor by Rhynn Davrie (Inactive)

Game Master Rhynn Davrie

Party Tracking Sheet

Turn Order:
Damiel/sirrogue
Hayato/MidnightLich
Radovan/Maelwy
Tarlin/DanHamman

Summoned Henchmen:

Giant Sand Eel
Spoiler:

Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, shuffle this card into a random open location and discard a card_ If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from_

Acid Pool
Spoiler:

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

Aghash
Spoiler:

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

Crawling Hands
Spoiler:

Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits_ If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12_ For each roll of 1, that character buries a card_

Silver Chain Smuggler
Spoiler:

Henchman 2
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler_ Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage_ After you act, if your check to defeat did not have the Attack trait, examine the top card of your location_ If it is a boon, banish it_ If defeated, you may immediately attempt to close the location this henchman came from_

Voices of the Spire
Spoiler:

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_

Natron Zombie
Spoiler:

Henchman B
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits_ The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number_ After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile_

Graven Guardian of Nethys
Spoiler:

Henchman 1
Type: Monster
Traits: Construct Nethys Inquisitor Veteran
To Defeat: Arcane Divine 9 OR Combat 12
The Graven Guardian of Nethys is immune to the Mental and Poison traits_ The difficulty to defeat the Graven Guardian of Nethys is increased by the current scenario's adventure deck number_ You may discard a card that has the Nethys trait to defeat the Graven Guardian of Nethys_ If defeated, you may immediately attempt to close the location this henchman came from_

Theletos
Spoiler:

MM Henchman 3
Type: Monster
Traits: Trigger Outsider
To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
When you examine this card, if a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams. All damage dealt by the Theletos is Mental damage that may not be reduced. If defeated, you may immediately attempt to close the location this henchman came from.

Party Loot:

Spear of the Watchful Guardian
Spoiler:

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

Scorpion Whip
Spoiler:

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.

Natron Fang
Spoiler:

Loot 2
Type: Weapon
Traits: Sword Melee Slashing Magic
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; if the bane has the Undead trait, you may additionally discard this card to add another 2d8 and the Bludgeoning trait. If not proficient with weapons, the difficulty of this check is increased by 4.

Disable Mechanism
Spoiler:

Spell 2
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a bane that has the Construct, Lock, or Trap trait. Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Elemental Skin
Spoiler:

Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.

Eruption
Spoiler:

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

Vision
Spoiler:

MM Spell 5
Traits: Magic  Arcane  Divine 
To Acquire: Intelligence Arcane Wisdom Divine 13
Discard this card to examine any location deck. If you find a villain; it excapes as if undefeated. 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 15 check to recharge this card instead of discarding it.

Filter Hood
Spoiler:

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.

Akhentepi's Armor
Spoiler:

Loot 1
Type: Armor
Traits: Light Armor Magic
To Acquire: None
Recharge this card to ignore a non-villain bane's power that happens before you act. Bury this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, discard this card instead. If proficent with light armors, you may recharge this card when you reset your hand.

Khepresh of Refuge
Spoiler:

Loot 6
Type: Armor
Traits: Light Armor Magic Gambling
To Acquire: None
Reveal this card to reduce damage dealt to you by 1, or 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor on this check. Recharge this card to reroll the dice on your check; take the new result.

Game of Afterlife
Spoiler:

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.

Compass
Spoiler:

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.

Hand of the Honest Man
Spoiler:

Loot 2
Type: Item
Traits: Accessory Magic Mummy
To Acquire: None
Bury this card to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead. Recharge this card to add a die to your Charisma or Diplomacy non-combat check.

Ushabti of the Willing Servant
Spoiler:

Loot 2
Type: Item
Traits: Object Undead
To Acquire: None
Bury this card to add 1d8 to a Strength, Dexterity, or Perception check at your location; you may succeed at a Craft 8 check to discard this card instead.

Sun Falcon Pectoral
Spoiler:

Loot 3
Type: Item
Traits: Accessory Magic
To Acquire: None
Recharge this card to explore your location. If the top card of the blessings discard pile has the Basic or Fire trait, bury this card to add 2d6 to your combat check; add an additional 2d6 if the bane has the Undead trait.

Scarab Brooch
Spoiler:

Loot 3
Type: Item
Traits: Accessory Magic
To Acquire: None
Recharge this card to succeed at your check to temporarily close a location. When you fail a check to close a location, bury this card to reroll the dice; take the new result.

Golden Serpent Armband
Spoiler:

Loot 4
Type: Item
Traits: Accessory Magic
To Acquire: None
Reveal this card to reduce damage dealt to you by 1. You may play another Item on this check. Recharge this card to add your Strength or Melee skill to your combat check when you play a spell.

Mythopoeic Sphinx
Spoiler:

Loot 4
Type: Item
Traits: Object Sphinx
To Acquire: None None
At the end of your turn, recharge this card to recharge any number of cards; after you reset your hand, you may search your deck for a spell and draw it. Banish this card to draw a loot ally that has the Maftet or Sphinx trait from the box.

Chest of Keeping
Spoiler:

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

Life Lantern
Spoiler:

Loot 5
Type: Item
Traits: Object Attack Magic Divine
To Acquire: None
For your combat check, reveal this card and recharge a card that has the Divine trait to use your Divine skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6. Display this card. At the end of the scenario, choose a dead character; that character is no longer dead.

Pharaoh's Key
Spoiler:

MM Loot 5
Type: Item
Traits: Object Magic
To Acquire: None
Recharge this card to ignore a bane's immunities to the Acid, Cold, Electricity, Fire, and Poison traits. Recharge this card to add the Acid, Cold, Electricity, Fire, or Poison trait to your combat check. Reveal this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 1.

Cartouche of Protection
Spoiler:

Loot 6
Type: Item
Traits: Object Magic Divine
To Acquire: None
Reveal this card to reduce damage dealt to you by 1. Bury this card to reduce all damage dealt to you by a bane to 0. Recharge this card to move.

Camel
Spoiler:

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.

Neferekhu
Spoiler:

Loot 2
Type: Ally
Traits: Mace Melee Magic Undead Mummy
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Undead or Outsider Traits, you may discard this card to add an additional 1d8. Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location; then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering.

Erayu
Spoiler:

Loot 4
Type: Ally
Traits: Sphinx Maftet Mayor
To Acquire: None None
Recharge this card to add 1d10 to your Intelligence check. Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks.

Maftet Hunter
Spoiler:

Ally 4
Traits: Sphinx Maftet
To Acquire: Charisma Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check at another location. Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.

Sand Elemental
Spoiler:

MM Ally 5
Traits: Outsider Elemental
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Cold or Fire damage dealt to any character to 0. Recharge this card to ignore a non-villain bane's power that happens before you act. Discard this card to explore your location.

Freed Soul
Spoiler:

MM Ally 5
Traits: Undead Incorporeal Ghost
To Acquire: Charisma Diplomacy 13
Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

Sehela
Spoiler:

Ally
Traits: Undead Ghost Incorporeal Alchemist
To Acquire: Charisma Diplomacy 15
Display this card. While displayed, you may add 1d6 to Craft, Disable, and Perception checks by any character at your location. When you suffer a scourge, bury this card.

Tomb Artisan
Spoiler:

MM Ally 6
Traits: Undead Ghost Incorporeal
To Acquire: Charisma Diplomacy 14
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location. When you suffer a scourge, bury this card.

Each character may temporarily replace 1 blessing in her deck with
a blessing of her choice from the box.

Traders:

When you trade 2 or more boons to a trader, you may ignore the adventure deck number requirements for all but 1 of those cards.

Sunburst Market

Spoiler:

When you draw cards from the box to display on Sunburst Market, instead of the usual method, each character that is visiting Sunburst Market chooses a non-loot boon that has the Basic trait. Cost: 1 boon.

Falsin Deek
Spoiler:
Offers items. Cost: 2 boons 1 boon.

The Ghoul Market
Spoiler:
Offers armors. Cost: 2 boons 1 boon.

Auction House
Spoiler:
Offers allies. Cost: 2 boons.

Hadden Hoppert
Spoiler:
Offers spells. Cost: 2 boons.

Smiths of Wati
Spoiler:
Offers weapons. Cost: 2 boons.

Udjebet
Spoiler:
Offers items that have the Magic trait. Cost: 3 boons 2 boons.

Agymah
Spoiler:
Offers spells that have the Arcane trait. Cost: 3 boons 2 boons.

Shardizhad
Spoiler:
Offers weapons that have the Melee trait. Cost: 3 boons 2 boons.

Efni Raan
Spoiler:
Offers weapons that have the Ranged trait. Cost: 3 boons 2 boons (min 1).

Naheeba
Spoiler:
Offers spells that have the Divine trait. Cost: 3 boons 2 boons (min 1).

Trove of Tef-Naju
Spoiler:
When you draw cards from the box to display on Trove of Tef-Naju, instead of the usual method, draw 1 random weapon, spell, armor, item, ally, and blessing that have the same adventure deck number as the scenario. Cost: 4 boons 3 boons (min 1). (4-P7: Tef-Naju is reduced by 2)


Sunburst Market


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GenCon Open Champion

The phrase "finish off the Dye Market" rings across the town square and Tarlin is roused to his feet.

Turn 19, under the Blessing of Thoth.

Buoyed with a sense of purpose, Tarlin pulls away another silk to reveal the room beyond. Springing from the shadows is a Desert Trapper. He must have been expecting something else, as Tarlin merely raises his boarding pike at the rushing foe. Mêlée Difficulty = 8: 1d10 + 1d8 ⇒ (9) + (2) = 11. "I've trapped far larger desserts than you" Tarlin thinks, as he shakes the body from his polearm.

Tarlin lets the Gawds light the path forward and moves deeper into the Dye Market... and finds the back door. Lying at its base and wedging the door open is an old silk shirt. Tarlin picks it up and holds it against his chest, judging its size. Difficulty = Fortitude 4: 1d8 + 2 ⇒ (1) + 2 = 3. In the light of day streaming in from the back door the Tussah Silk Coat has clearly seen better days. Tarlin tosses it over his shoulder, not giving it a second thought, and walks out into the fresh air. Perhaps out here the poison coursing through his veins will begin to degrade and pass.

Discarded Blessing of the Gods 2 to go again. The last card is gone at this location. Can't close for not having enough cards in hand to recharge. Draw up, recharging Curse of Poisoning: 1d4 ⇒ 1 the Boarding Pike.

Tarlin wrote:

Hand: Judgement Light, Camel, Kikko Armor,

Displayed: Curse of Poisoning,
Deck: 9 Discard: 3 Buried: 0
Notes: Healing usually available, come and get it.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a weapon that has the 2-Handed trait or a blessing 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.
You may discard a armor to return a weapon from your discard pile to your hand.


Ahmotep will choose Armor, Spell, and Ally, recharging Spellcharger Jerkin, Brilliance, and Dhabba to close the Dye Market. Q'apla!


Devlopment:
Though you had some close calls with Midasi's spies, you uncovered several allies and collected some valuable information. You've learned that a slaver named Heran Halfwhip is holding Siddique, and an Eagle Knight named Aviera Sacero has helped devise a plan to rescue him. As you suspected, there aren't any Aspis nearby; the gnolls would have been as much a nuisance to the Aspis Expedition as they were to you, and the Consortium is not kind to nuisances.
You make your way through the winding alleyways to your dingy lodging at the Fleet. As you toss and turn on what purports to pass for a mattress, you steel yourself for tomorrow's journey into the belly of the beast.

Reward:
Traders: Falsin Deek, Ghoul Market, Sunburst Market

Trader Rules:
In Season of Faction’s Favor, traders work differently than in Mummy’s Mask, in the following ways.
  • When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
  • You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
  • Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury and others.
  • At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.

  • Acquired Cards:

  • Dhabba (Ally B)
  • Reta Bigbad (Ally P)
  • Kafar (Ally B)
  • Stone Weasel (Ally C)
  • Mumia Smugglers (Ally B)
  • Tomb Raider (Ally B)
  • Tussah Silk Coat (Armor B)
  • Lottery Urn (Item 1)
  • Potion of Healing (Item B)
  • Anubis Staff (Item 1)

  • I think you are all tier 1 with no previous scenarios played, so gain a skill feat. Over in the discussion, please let me know what skill feat you took, what card upgrade, and roll for a boon. Nice job! I’ll try and get the next scenario set up and locations posted later today.


    4-1B: IMPOSTERS IN THE COMPOUND
    Pale sunlight filters through the tattered curtains of your room as a harsh rap awakens you. You open your door cautiously and recognize the Eagle Knights who are helping you track down the lieutenant of the betrayer Pasha Muhlia al-Jakri. Aviera Sacero has arranged a tour of the slaver's compound where Satyar Siddique is being held. You and Sacero will impersonate prospective buyers, but her companions aren't quite so lucky - they're already wearing the distinct golden collars that denote servitude.

    "Now remember," says Sacero as she hands you your disguise, "Heran Halfwhip did not become one of the most feared slavers in Okeno by happenstance; we must play our parts if we are to avoid suspicion. I won the coin toss to play the part of master today, so you must follow my cues and not betray emotion if I am cruel to my companions. They'll pay me back in kind at the pub tonight, I'm sure."

    When you arrive at Halfwhip's compound, the foreman appointed to show you around the sprawling grounds greets you warmly. You can feel the hard stares of the guards as you pass through the gate. During the tour of the grounds, you scan for your quarry, a man bearing a scar that runs from his left eyebrow to the corner of his mouth. You eventually spot him drawing water from a well in the corner of an empty courtyard. As your group turns a corner toward the main showing pit, you trail behind and split off without drawing unwanted attention.

    As you approach Siddique, you realize that even his relatively short captivity has taken a toll on him. He is bruised, bloodied, and utterly dejected; his arms quake with the strain of lifting the water bucket. Looking up from his work, he gives a start, and the bucket slips from his trembling hands. Instinctively, you reach out to help him. Before you can recover from your gaffe, you hear a voice bark out: "What's going on here?" Whirling to face the sound, you see a pack of large gnoll guards wielding cruel whips and truncheons. It seems that they noticed you slip away from the group after all, and they won't let you slip away again.

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

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


    Falsin Deek offers the following to the party:

    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_
    Ghost Battling Ring:

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

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

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


    I would be interested in the Flash Freeze or the Canteen... *finger waggle*


    GenCon Open Champion

    I am uninterested in these items.


    Ok, if you are interested in any of the offerings from Falsin Deek, just call out which card you are burying and which you are returning to your box for now. After that please pick your starting location and your opening hand.

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

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

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

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

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

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

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


    Party | Samurai - Tier 1.3

    I am uninterested in any of the items from the trader. I will head to the Brickworks, as I find posing as anyone involved in the slave trade to be distasteful.

    Hayato wrote:

    Hand: Wakizashi, Nine-Ring Sword, Banner, Fireproof O-Yoroi, Jinfu,

    Displayed:
    Deck: 11 Discard: 0 Buried: 0
    Notes: When anyone encounters a monster, I'll display Banner; Banner gives a +1 to all combat checks.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Melee: Strength + 2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2 [ ] +3
    Survival: Wisdom +1
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +1
    Favored Card: Weapon
    Hand Size 4
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    On your first combat check of your turn, add 1d6 ([ ] 1d10).
    On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ] 1d10).

    Upkeep: As soon as anyone encounters a monster, I'll display my Banner. While displayed, you all get +1 to combat checks. It goes away if anyone fails to defeat a bane.


    Deck Handler

    Deck Upgrade (Item 1): Flawless Monocle -> Quick-Change Mask
    Trader: Flasin Deek. No trades
    Starting Location: Dilapidated Plaza

    Starting Hand:

    Radovan wrote:

    Hand: Red Leathers, Amadi, Appleslayer, Bestiary of Garund, Kukri,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: Shirt reroll used.
    Sideboard cards:


    None of these wares appeal to Ahmotep.

    She will head to the Dilapidated Plaza.

    Ahmotep wrote:

    Hand: Defensive Shock, Spellcharger Jerkin, Flame Staff, Quarterstaff, Brilliance, Grounding Staff,

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

    Skills and Powers:
    SKILLS

    Strength d8 [ ] +1 [ ] +2 [ ] +3
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
    Arcane: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +2

    Favored Card: Card that has Staff Trait
    Hand Size 6
    Proficient with: Light Armors Weapons
    Powers:
    On your check ([ ] or a check by another character at your location), after the roll, you may discard ([ ] or recharge) a card to add or subtract 2 from the result.
    When you would discard a spell for a power on a card that has the Staff trait, you may recharge it instead.
    You may recharge a card that has the Staff trait to add 1d8 to your combat check ([ ] and you may add the Fire trait).


    Curious how it could be better than his own abilities, Damiel trades his extra Blowgun and his Brilliance (the spell, of course; nothing could be worth trading his own mental brilliance :D) for the Canteen.

    Displeased with his retail therapy last round, Damiel will start poking around at the Warehouse.

    Damiel wrote:

    Hand: Blessing of the Elements 1, Blessing of the Elements 2, Alchemists' Kit, Blowgun 1, Call Potion,

    Displayed:
    Deck: 10 Discard: 0 Buried: 0
    Notes: Blessings for crucial fights or good stuff!
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Disable: Dexterity +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Craft: Intelligence +3 [+4]
    Wisdom d6 [ ] +1 [ ] +2
    Perception: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: Weapon
    Hand Size 5 □ 6 □ 7
    Proficient with: Light Armors, Weapons
    Powers:
    You may not play spells that have the Attack trait.
    When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
    You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (□ or your Strength, Dexterity, or Constitution non-combat check).
    <Power 4>
    <Power 5>

    On [whoever's first]'s turn, I'll spend the contents of my Alechemists' Kit for the scenario and create a mystery potion... it looks like a Potion of Energy Resistance! I opened random Items from the top until I got something alchemical, I hope that's okay!

    New hand!

    Damiel wrote:

    Hand: Blessing of the Elements 1, Blessing of the Elements 2, Blowgun 1, Call Potion, Potion of Energy Resistance,

    Displayed:
    Deck: 10 Discard: 0 Buried: 1
    Notes: Blessings for crucial fights or good stuff!
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Disable: Dexterity +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Craft: Intelligence +3 [+4]
    Wisdom d6 [ ] +1 [ ] +2
    Perception: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: Weapon
    Hand Size 5 □ 6 □ 7
    Proficient with: Light Armors, Weapons
    Powers:
    You may not play spells that have the Attack trait.
    When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
    You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (□ or your Strength, Dexterity, or Constitution non-combat check).
    <Power 4>
    <Power 5>


    4 of 5 starting locations given, so I think we'll go ahead and kick this off. I've started Tarlin in the Catacombs, but feel free to move him at the start of your turn.

    During This Adventure: The scourge die is 1d4+1.
    When creating the blessing 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.

    Turn Order:
    Damiel/sirrogue
    Hayato/MidnightLich
    Radovan/Maelwy
    Tarlin/DanHamman
    Amhotep/CaptMDKirk

    Curses:

    Curse of Poisoning
    Spoiler:
    Scourge B
    Traits: Curse Poison
    While displayed, after you reset your hand, recharge a random card_


    Curse of Vulnerability
    Spoiler:
    Scourge B
    Traits: Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you_ If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card_ You may only have 1 copy of this card displayed_


    Curse of Daybane
    Spoiler:
    Scourge B
    Traits: Curse Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn_ You may only have 1 copy of this card displayed_


    Curse of the Ravenous
    Spoiler:
    Scourge 1
    Traits: Curse
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1_ Blessings 2_ Allies 3_ Spells and weapons 4_ Items You may only have 1 copy of this card displayed_

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

    Turn: 1, Damiel/sirrogue

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 29

    Blessings Deck

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

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

    Dilapidated Plaza Card 1:
    Unshakable Chill
    Spell B
    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_

    Dilapidated Plaza Card 2:
    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_

    Dilapidated Plaza Card 3:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

    Dilapidated Plaza Card 4:
    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_

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

    Dilapidated Plaza Card 6:
    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_

    Dilapidated Plaza 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_

    Dilapidated Plaza 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_

    Dilapidated Plaza Card 9:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Dilapidated Plaza Card 10:
    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_

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Glass Pavilion Card 1:
    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_

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

    Glass Pavilion Card 3:
    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_

    Glass Pavilion Card 4:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Glass Pavilion Card 5:
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

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

    Glass Pavilion Card 7:
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8
    If defeated, you may explore again_
    If undefeated, you are dealt 1d4 Combat damage_ Then examine the top card of your location deck_ If it is a bane, encounter it_ If it is a boon, banish it and examine the top card of your location deck_

    Glass Pavilion Card 8:
    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_

    Glass Pavilion 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_

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

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

    Stonework Passages Card 1:
    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_

    Stonework Passages Card 2:
    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_

    Stonework Passages Card 3:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Stonework Passages Card 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_

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

    Stonework Passages Card 6:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Stonework Passages Card 7:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

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

    Stonework Passages Card 9:
    Armor of the Sands
    Armor C
    Traits:
    Clothing
    Magic
    Arcane
    Divine
    Elite To Acquire:
    Constitution
    Fortitude 6
    OR Arcane
    Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_

    Stonework Passages Card 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_

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

    Brickworks 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_

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

    Brickworks Card 3:
    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_

    Brickworks 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_

    Brickworks 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_

    Brickworks Card 6:
    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_

    Brickworks Card 7:
    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_

    Brickworks 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_

    Brickworks Card 9:
    Scimitar
    Weapon B
    Traits:
    Sword
    Melee
    Slashing
    Finesse
    Elite To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1_ If not proficient with weapons, the difficulty of this check is increased by 4_

    Brickworks 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_

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

    Warehouse Card 1:
    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_

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

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

    Warehouse Card 4:
    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_

    Warehouse Card 5:
    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_

    Warehouse Card 6:
    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_

    Warehouse Card 7:
    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_

    Warehouse Card 8:
    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_

    Warehouse Card 9:
    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_

    Warehouse Card 10:
    Scarab Swarm
    Monster B
    Traits:
    Trigger
    Vermin
    Swarm
    Poison
    Veteran
    To Defeat:
    Combat 6
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
    If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_
    Quarry
    At This Location: Add 3 to your checks that have the Bludgeoning trait.
    When Closing: Succeed at a Constitution or Fortitude check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, discard a weapon.
    M: 3 Ba: 1 W: 2 Sp: 0 Ar: 1 I: 1 Al: 1 Bl: 0 ?: 1
    Located/Displayed Here: None

    Quarry Card 1:
    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_

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

    Quarry Card 3:
    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_

    Quarry Card 4:
    Djinni Quarterstaff
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee 6
    OR Arcane
    Divine 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_

    Quarry Card 5:
    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 6:
    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_

    Quarry Card 7:
    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_

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

    Quarry Card 9:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Quarry Card 10:
    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_

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

    Catacombs 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_

    Catacombs Card 2:
    Acid Mantis
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
    If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

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

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

    Catacombs 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_

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

    Catacombs Card 8:
    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_

    Catacombs Card 9:
    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_

    Catacombs Card 10:
    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_


    While not expecting to find much, Damiel is definitely not expecting another browser of wares among the high warehouse shelves. The alchemist attempts to chat up the cleric Khelru, hoping to find an ally in his hunt for more items, but it seems they are too philosophically different to agree on searching for the same items (because Damiel has no Charisma whatsoever and autofails the check to acquire, even if I spend a blessing), and they part ways.

    Hoping the Elements will bless him with a better opportunity further in spending BotE1 to explore again, but before I can round the corner, a Gnoll Slaver swipes a Mancatcher down in the air right behind me where Khelru might have been if he'd joined my hunt. I guess it's better for him that he didn't, or he'd be enslaved right now! I have no allies to recharge; suck it, before-you-act text!

    Damiel backpedals swiftly while pulling a Blowgun from his sleeve. By the size of him, it will take as much as he's got to take down the Slaver, so Damiel gives a full, hard puff to shoot all three darts out at once recharging the weapon for an extra d6, swiping an extra glob of poison on the end before he shoots recharging BotE2 on a check with the poison trait.

    Gnoll Slaver CtD Combat 10: 2d12 + 1d4 + 1d6 ⇒ (6, 4) + (4) + (6) = 20

    The gnoll lets out a yip that is a little to much like a puppy for Damiel's sensibilities, but reminds himself that it's a slaver, and the sympathy passes. While he would love to keep exploring, they have a lot of ground to cover, and knowing their mission won't be compromised by help from the Warehouse, Damiel feels obligated to move on.

    Warehouse CtC Disable 5: 1d12 + 1 ⇒ (8) + 1 = 9

    He goes to the main door an wedges it shut, then takes out a small swab and lightly tabs the lock, enough to melt the mechanism to unlock it, but not enough to mar its effectiveness as, you know, a lock.

    Satisfied this area is secure, Damiel consults his map of the area before deciding where to proceed next.

    Upkeep: Discard the top card of the Blessing deck for failing to acquire the ally; Warehouse is closed.

    Damiel wrote:

    Hand: Call Potion, Potion of Energy Resistance, Pheromones, Cure, Hand Crossbow,

    Displayed:
    Deck: 8 Discard: 1 Buried: 2
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Disable: Dexterity +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Craft: Intelligence +3 [+4]
    Wisdom d6 [ ] +1 [ ] +2
    Perception: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: Weapon
    Hand Size 5 □ 6 □ 7
    Proficient with: Light Armors, Weapons
    Powers:
    You may not play spells that have the Attack trait.
    When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
    You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (□ or your Strength, Dexterity, or Constitution non-combat check).
    <Power 4>
    <Power 5>


    On his way out of the Warehouse, Damiel finds a clipboard with a recent manifest of the building. Looking over the goods available and the monsters/barriers on guard, he is pleased with his decision to skip looting and just shut the place down. I spoiled myself for the location contents after closing. Yikes!

    Also on the list is a crate of "TBA Weapons" still be to cataloged, just outside the building. A little searching and Damiel finds the crate it mentions. Prying open the lid he finds

    Random Weapon #: 1d5 ⇒ 5

    one of those wierd bendy knifes with the fat blade end and a sharp curve half way down. I guess this might be useful?

    Kukri CtA Strength 4: 1d4 ⇒ 4

    Surprisingly, he pulls it free of its damaged casing and swings it about deftly. Still not his thing, but perhaps someone else can use it and he stashes it in his pack for later recharging any number of weapons or items at the end of my turn at the Warehouse.

    fine


    Party | Samurai - Tier 1.3

    I ride towards the Brickworks, astride my faithful mount, eyes scanning the sides of the road for ambushes. I catch a scraggly man with a crowbar, trying to pry into one of the sealed tombs that dot the landscape here. I do a double take, eerily remembering similar circumstances when looking for contacts. Rather than approaching with hostility, I approach with compassion and convince the man to join our quest, rather than continue his larcenous ways. The would-be Tomb Raider provides me with valuable information about the Brickworks, and I proceed forth.
    Check to Acquire the Tomb Raider - Diplomacy 4: 1d6 + 1 ⇒ (5) + 1 = 6. Success! I discard the Tomb Raider to explore again.

    My new friend's information is invaluable, and I spot the ambush set by a Gnoll Slaver before he can spring it. He tries to scare my horse out from under me, but my bond with Jinfu transcends a normal alliance, and he fails. I retaliate, violently, and sever the slaver's head from his body with my Nine-Ring Sword, my Banner flying proudly in the wind. Justice has been delivered, but my work isn't yet done.
    Check to Defeat Gnoll Slaver - Combat 10: 1d10 + 1d6 + 1d6 + 2 + 1 ⇒ (1) + (4) + (2) + 2 + 1 = 10 (Strength + Samurai Ability + Nine-Ring Sword + Melee + Banner). Success!

    I drag the body of the gnoll into one of the fire pits, and strain to conceal the evidence of the fight. I pull a pallet of bricks over the bloodstain from the battle, and toss extra wood onto the fire to conceal the gnoll's body. Sweltering in the heat, I stow my Fireproof O-Yoroi armor into my pack (recharging it when I reset my hand). Satisfied that I've ended the threat from the Brickworks, I mount Jinfu and head away.
    Check to Close - Strength 5: 1d10 + 1 ⇒ (2) + 1 = 3 Using my re-roll: Strength 5: 1d10 + 1 ⇒ (6) + 1 = 7 Success! The Brickworks is closed.

    Upkeep: Brickworks is closed. Banner is displayed; +1 to all combat checks until a check against a bane is failed.


    Party | Samurai - Tier 1.3
    Hayato wrote:

    Hand: Wakizashi, Nine-Ring Sword, Jinfu, Camel,

    Displayed: Banner,
    Deck: 11 Discard: 1 Buried: 0
    Notes: Banner gives a +1 to all combat checks until anyone fails a check on a boon.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Melee: Strength + 2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2 [ ] +3
    Survival: Wisdom +1
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +1
    Favored Card: Weapon
    Hand Size 4
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    On your first combat check of your turn, add 1d6 ([ ] 1d10).
    On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ] 1d10).


    Party | Samurai - Tier 1.3

    End of turn scenario check - Diplomacy 6: 1d6 + 1 ⇒ (1) + 1 = 2. Failed! Combat Damage - 1d4 - 1 ⇒ (3) - 1 = 2. Previously, I had recharged my Fireproof O-Yoroi when I reset my hand. Instead, I will recharge it to reduce this Combat damage by 2 to 0. Thus, nothing has changed with my previous status, though I'll repost it for reference.

    Hayato wrote:

    Hand: Wakizashi, Nine-Ring Sword, Jinfu, Camel,

    Displayed: Banner,
    Deck: 11 Discard: 1 Buried: 0
    Notes: Banner gives a +1 to all combat checks until anyone fails a check against a bane.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Melee: Strength + 2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2 [ ] +3
    Survival: Wisdom +1
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +1
    Favored Card: Weapon
    Hand Size 4
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    On your first combat check of your turn, add 1d6 ([ ] 1d10).
    On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ] 1d10).


    During This Adventure: The scourge die is 1d4+1.
    When creating the blessing 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.

    Turn Order:
    Damiel/sirrogue
    Hayato/MidnightLich
    Radovan/Maelwy
    Tarlin/DanHamman
    Amhotep/CaptMDKirk

    Curses:

    Curse of Poisoning
    Spoiler:
    Scourge B
    Traits: Curse Poison
    While displayed, after you reset your hand, recharge a random card_


    Curse of Vulnerability
    Spoiler:
    Scourge B
    Traits: Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you_ If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card_ You may only have 1 copy of this card displayed_


    Curse of Daybane
    Spoiler:
    Scourge B
    Traits: Curse Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn_ You may only have 1 copy of this card displayed_


    Curse of the Ravenous
    Spoiler:
    Scourge 1
    Traits: Curse
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1_ Blessings 2_ Allies 3_ Spells and weapons 4_ Items You may only have 1 copy of this card displayed_

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

    Turn: 3, Radovan/Maelwys

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 26

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 2
    Blessing of 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 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_
    Spoiler:
    Blessings Deck Card 4
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 5
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to any check to defeat a barrier_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 6
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 7
    Blessing of 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 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 9
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 10
    Blessing of 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 11
    Blessing of the Elements
    Blessing C
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 12
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 13
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 14
    Blessing of the 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 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 the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 17
    Blessing of the 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 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 19
    Blessing of Ra
    Blessing C
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 20
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 21
    Blessing of 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 22
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 23
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 24
    Blessing of Khepri
    Blessing P
    Traits:
    Divine
    Healing
    Khepri To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Spoiler:
    Blessings Deck Card 25
    Blessing of Nethys
    Blessing C
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 26
    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.

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

    Dilapidated Plaza Card 1:
    Unshakable Chill
    Spell B
    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_

    Dilapidated Plaza Card 2:
    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_

    Dilapidated Plaza Card 3:
    Falling Rubble
    Barrier B
    Traits:
    Obstacle
    Trap
    Bludgeoning
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Survival 6
    If defeated, you may explore again_
    If undefeated, each character at this location is dealt 1d4 Combat damage_ Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated_ At the end of your turn, succeed at a Strength 10 check to banish this barrier_

    Dilapidated Plaza Card 4:
    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_

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

    Dilapidated Plaza Card 6:
    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_

    Dilapidated Plaza 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_

    Dilapidated Plaza 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_

    Dilapidated Plaza Card 9:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Dilapidated Plaza Card 10:
    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_

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Glass Pavilion Card 1:
    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_

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

    Glass Pavilion Card 3:
    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_

    Glass Pavilion Card 4:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Glass Pavilion Card 5:
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

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

    Glass Pavilion Card 7:
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8
    If defeated, you may explore again_
    If undefeated, you are dealt 1d4 Combat damage_ Then examine the top card of your location deck_ If it is a bane, encounter it_ If it is a boon, banish it and examine the top card of your location deck_

    Glass Pavilion Card 8:
    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_

    Glass Pavilion 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_

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

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

    Stonework Passages Card 1:
    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_

    Stonework Passages Card 2:
    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_

    Stonework Passages Card 3:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Stonework Passages Card 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_

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

    Stonework Passages Card 6:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Stonework Passages Card 7:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

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

    Stonework Passages Card 9:
    Armor of the Sands
    Armor C
    Traits:
    Clothing
    Magic
    Arcane
    Divine
    Elite To Acquire:
    Constitution
    Fortitude 6
    OR Arcane
    Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_

    Stonework Passages Card 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_
    Brickworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Hayato/MidnightLich, None

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

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

    Quarry Card 1:
    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_

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

    Quarry Card 3:
    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_

    Quarry Card 4:
    Djinni Quarterstaff
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee 6
    OR Arcane
    Divine 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_

    Quarry Card 5:
    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 6:
    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_

    Quarry Card 7:
    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_

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

    Quarry Card 9:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Quarry Card 10:
    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_

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

    Catacombs 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_

    Catacombs Card 2:
    Acid Mantis
    Monster 1
    Traits:
    Trigger
    Vermin
    Acid
    Elite
    To Defeat:
    Combat 9
    When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
    If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

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

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

    Catacombs 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_

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

    Catacombs Card 8:
    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_

    Catacombs Card 9:
    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_

    Catacombs Card 10:
    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_


    End of turn makeup:
    Dexterity 6: 1d12 ⇒ 2

    takes Ranged Damage: 1d4 - 1 ⇒ (1) - 1 = 0

    Well never mind then. It's only a flesh wound!


    Deck Handler

    Turn 3, under the Blessing of the Elements.
    Start of turn, use Amadi to examine the top card of my deck. Blessing of the Ancients. Leave it on top.

    Heading out and trying to keep away from the gnolls, Radovan slips into the Plaza area of the compound. He slips from ruined stall to ruined stall, hoping to find either somewhere to hide or something useful that might have been left behind by the previous occupants.

    Free Exploration - Card 1: Unshakable Chill
    Check to Acquire - Wisdom 6: 1d6 ⇒ 5

    In one of the stalls he notices a slip of paper sticking out from underneath a fallen board. Unfortunately, as he tries to pull it out it tears in half, rendering it useless. Disappointed, he drops the paper back in the mud, and moves on.

    Discard Amadi to explore again - Card 2: Tomb Raider. Reveal Red Leathers.
    Check to Acquire - Diplomacy 4: 1d8 + 4 ⇒ (2) + 4 = 6

    In one of the other stalls, Radovan is surprised to find somebody else poking around. It looks like he's not the only one looking for treasures here. He has a quick whispered conversation with the man, and they realize that they're working towards the same cause so decide to join forces for the time being.

    Discard Tomb Raider to explore again - Card 3: Falling Rubble. Reveal Red Leathers.
    Check to Defeat - Acrobatics 6: 1d8 + 5 ⇒ (7) + 5 = 12

    As the two head off together, the raider suddenly shouts "Hey, look out!" as some rubble from a nearby building starts to fall into the square. Radovan feels the agility and Quang flow through his limbs, as he effortlessly jumps and rolls out of the way of the rubble.

    For defeating the rubble, explore again - Card 4: The Third Law. Displayed next to the scenario.

    Radovan stands up and dusts himself off from the rubble, and continues to explore the area. Finding a posted sign that reminds people of the Three Laws, Radovan shrugs it off. Surely, those can't still apply here now, can they? Doubtful... but he could be wrong...

    End of turn. No combat means I examine the top card of the location deck - Card 5: Malfunctioning Deathtrap. Triggers.
    On Examine - Perception 4: 1d4 ⇒ 1
    Discard Appleslayer for damage, then encounter. Also, when I take damage I draw a random monster to display next to Quang. Monster 2: Yellow Jelly (C).
    Check to Defeat - Disable 5: 1d8 + 3 ⇒ (4) + 3 = 7

    As Radovan continues to explore the plaza, he suddenly hears the whine of building energy as a device nearby charges up. A lance of electricity spikes outward, hitting the trusty dog that had been walking at his side. He reacts quickly, running over to where the trap is, and disassembling and disabling it before it has a chance to charge for a second thought. He goes back to check on Appleslayer and finds that he's wounded, so he has to leave him behind to rest and recover while Radovan himself moves on.

    Draw 2 to end my turn.

    Radovan wrote:

    Hand: Red Leathers, Bestiary of Garund, Kukri, Blessing of the Ancients 2, Kama 2,

    Displayed: Yellow Jelly (C),
    Deck: 8 Discard: 3 Buried: 0
    Notes: Shirt reroll used.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8
    Dexterity d8+1
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8
    Intelligence d4
    Wisdom d6
    Charisma d8
    Diplomacy: Charisma +2

    Favored Card Type: Ally
    Hand Size 5
    Proficient with: Light Armors Weapons
    Powers:
    At the start of the scenario, display any 1 devil form. Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 to your combat check that does not have the 2-Handed traoit; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you by 1.


    Quang:
    You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.

    When you acquire a boon, you may display it next to this card.

    On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.


    GenCon Open Champion

    Turn Four, under the blessing of Horus.

    Being an actual member of the Eagle Knights, Tarlin had some expectations about being a more integral part of this plot. Alas, the newest recruits aren't told anything.

    Tarlin sets off to the catacombs to evade the charging guards. Before heading in he takes a look at his accoutrements, and, realizing things are quite out of place, he moves things around on his person until he feels more prepared. Didn't draw any favored items (weapon) and redrew.

    Tarlin wrote:
    Hand: Gambeson, Naginata, Boarding Pike, Weaponrack Backpack

    With everything in place, Tarlin feels much more prepared. He lashes his Boarding Pike to his Weaponrack Backpack, and encased in his Gambeson, charges through the door with Naginata in hand!

    ...All is quiet. There is nothing here save a foul smell. One of the crypts has a dislodged lid - probably where the smell is coming from - and Tarlin peeks inside. The coffin is empty, but there's something in there, maybe a scroll? Divine 6 to acquire: 1d8 + 1 ⇒ (1) + 1 = 2. Nope, just some poor souls last pajamas. Discard Unshakable Chill.

    Tarlin peeks around a corner and spies an Acid Mantis waiting. It will keep for a bit. Tarlin relaxes and catches his breath.

    No more actions. Draw three and end turn.

    Tarlin wrote:

    Hand: Longsword, Naginata, Judgement Light, Blessing of the Gods 3,

    Displayed: Weaponrack Backpack, Boarding Pike, Gambeson,
    Deck: 8 Discard: 0 Buried: 0
    Notes: Healing usually available, come and get it.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 4
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Instead of your first exploration on a turn, you may reveal a weapon that has the 2-Handed trait or a blessing 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.
    You may discard a armor to return a weapon from your discard pile to your hand.


    GenCon Open Champion

    Missed the trigger on the Acid Mantis. I have no animals or mounts, so acid Acid Damage: 1d4 ⇒ 3 eats the one card in my hand, the Naginata. Then I fight. I'll toss the Weaponrack Backpack and take the Boarding Pike into hand. Combat 9: 1d10 + 3 + 1d8 ⇒ (4) + 3 + (5) = 12. Acid Mantis is defeated. Turn really over now.

    Tarlin wrote:

    Hand: Longsword, Boarding Pike, Judgement Light, Blessing of the Gods 3,

    Displayed: Gambeson,
    Deck: 8 Discard: 2 Buried: 0
    Notes: Healing usually available, come and get it.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 4 [ ] 5 [ ] 6 [ ] 7
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Instead of your first exploration on a turn, you may reveal a weapon that has the 2-Handed trait or a blessing 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.
    You may discard a armor to return a weapon from your discard pile to your hand.


    During This Adventure: The scourge die is 1d4+1.
    When creating the blessing 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.

    Turn Order:
    Damiel/sirrogue
    Hayato/MidnightLich
    Radovan/Maelwy
    Tarlin/DanHamman
    Amhotep/CaptMDKirk

    Curses:

    Curse of Poisoning
    Spoiler:
    Scourge B
    Traits: Curse Poison
    While displayed, after you reset your hand, recharge a random card_


    Curse of Vulnerability
    Spoiler:
    Scourge B
    Traits: Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you_ If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card_ You may only have 1 copy of this card displayed_


    Curse of Daybane
    Spoiler:
    Scourge B
    Traits: Curse Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn_ You may only have 1 copy of this card displayed_


    Curse of the Ravenous
    Spoiler:
    Scourge 1
    Traits: Curse
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1_ Blessings 2_ Allies 3_ Spells and weapons 4_ Items You may only have 1 copy of this card displayed_

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

    Turn: 5, Amhotep/CaptMDKirk, turn number 1 in game Game#37: [ACG][CaG] Season of Factions Favor Adventure 1: Chasing Yellow Sails by Rhynn Davrie, run by rhynndavrie

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

    Blessing of Horus:
    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_

    Blessings Remaining: 24

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card 2
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 3
    Blessing of Abadar
    Blessing B
    Traits:
    Divine
    Abadar To Acquire:
    Dexterity
    Disable 6
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to add 2 dice to any check to defeat a barrier_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 4
    Blessing of the 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 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 Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 7
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 8
    Blessing of Wadjet
    Blessing C
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 9
    Blessing of the Elements
    Blessing C
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 10
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 11
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 12
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 13
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 14
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 15
    Blessing of 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 Ra
    Blessing C
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 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 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 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 21
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 22
    Blessing of Khepri
    Blessing P
    Traits:
    Divine
    Healing
    Khepri To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Spoiler:
    Blessings Deck Card 23
    Blessing of Nethys
    Blessing C
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 24
    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.

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

    Dilapidated Plaza 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_

    Dilapidated Plaza Card 2:
    Ghost Scorpion
    Monster B
    Traits:
    Trigger
    Animal
    Poison
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
    If the check to defeat has the Fire trait, add 1 die_

    Dilapidated Plaza Card 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_

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

    Dilapidated Plaza Card 5:
    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_

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

    Glass Pavilion Card 1:
    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_

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

    Glass Pavilion Card 3:
    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_

    Glass Pavilion Card 4:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Glass Pavilion Card 5:
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

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

    Glass Pavilion Card 7:
    Stabbing Spear Staircase
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8
    If defeated, you may explore again_
    If undefeated, you are dealt 1d4 Combat damage_ Then examine the top card of your location deck_ If it is a bane, encounter it_ If it is a boon, banish it and examine the top card of your location deck_

    Glass Pavilion Card 8:
    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_

    Glass Pavilion 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_

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

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

    Stonework Passages Card 1:
    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_

    Stonework Passages Card 2:
    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_

    Stonework Passages Card 3:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Stonework Passages Card 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_

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

    Stonework Passages Card 6:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Stonework Passages Card 7:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

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

    Stonework Passages Card 9:
    Armor of the Sands
    Armor C
    Traits:
    Clothing
    Magic
    Arcane
    Divine
    Elite To Acquire:
    Constitution
    Fortitude 6
    OR Arcane
    Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_

    Stonework Passages Card 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_
    Brickworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Hayato/MidnightLich, None

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

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

    Quarry Card 1:
    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_

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

    Quarry Card 3:
    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_

    Quarry Card 4:
    Djinni Quarterstaff
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee 6
    OR Arcane
    Divine 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_

    Quarry Card 5:
    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 6:
    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_

    Quarry Card 7:
    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_

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

    Quarry Card 9:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Quarry Card 10:
    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_

    Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Tarlin/DanHamman, 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:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Catacombs Card 3:
    Lightning Storm
    Barrier C
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck_
    While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

    Catacombs 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_

    Catacombs Card 5:
    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_

    Catacombs Card 6:
    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_

    Catacombs Card 7:
    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_

    Catacombs Card 8:
    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_


    Skipping Ahmattep and taking my turn at another location so I don't hold up the game a whole day at SDCC tomorrow. If actions on his turn would affect mine, i'll redo.

    Damiel wrote:

    Hand: Call Potion, Potion of Energy Resistance, Pheromones, Cure, Hand Crossbow,

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

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Disable: Dexterity +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Craft: Intelligence +3 [+4]
    Wisdom d6 [ ] +1 [ ] +2
    Perception: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: Weapon
    Hand Size 5 □ 6 □ 7
    Proficient with: Light Armors, Weapons
    Powers:
    You may not play spells that have the Attack trait.
    When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
    You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (□ or your Strength, Dexterity, or Constitution non-combat check).
    <Power 4>
    <Power 5>


    Spoiler:

    Having cleared out the Warehouse, Damiel decides to take a crack (ha!) at the Glass Pavilion. Even as he approaches, he notices something through the see-through wall that may be of interest: a scroll of Locate Object!

    Locate Object CtA 6: 1d12 + 1 ⇒ (6) + 1 = 7

    Damiel picks up the spell and memorizes it almost immediately, then casts it into the Pavilion, seeking out the nearest loot. (At least some good acquisitions!) The glittering trail of magic seemingly unnecessarily circumvents a large, flat area of floor avoiding the Camouflaged Pit Trap[b] Damiel does not know is there, then leads him to a small, tea-stained napkin where someone has copied down an [b]Augury spell. This too, could be useful!

    Augury CtA 6: 1d12 + 1 ⇒ (1) + 1 = 2

    Unfortunately, the writing is all but illegible, and in some divine dialect unfamiliar to Damiel.

    Recharge Locate Object 8: 1d12 + 1 ⇒ (1) + 1 = 2

    Unfortunately, clenching his fists in focus on the spell, he crumples the scroll, rendering it unreadable until he can properly smooth out the creases.

    Damiel has faced no foe here yet, but knows danger lurks nearby. He'll peer off in the direction of Card number random Glass Pavilion card, ignoring 1 & 3: 1d10 ⇒ 3 reroll: 1d10 ⇒ 3 okay how about a d8 skipping 1 and 3: 1d8 + 2 ⇒ (3) + 2 = 5 before ending his turn.
    There is a Blessing of Ra on top of the Glass Pavilion!

    Damiel wrote:

    Hand: Call Potion, Potion of Energy Resistance, Pheromones, Cure, Hand Crossbow,

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

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Disable: Dexterity +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Craft: Intelligence +3 [+4]
    Wisdom d6 [ ] +1 [ ] +2
    Perception: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: Weapon
    Hand Size 5 □ 6 □ 7
    Proficient with: Light Armors, Weapons
    Powers:
    You may not play spells that have the Attack trait.
    When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
    You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (□ or your Strength, Dexterity, or Constitution non-combat check).
    <Power 4>
    <Power 5>



    Ahmotep discovers some Crocodile Skin Armor.

    Constitution 4: 1d6 ⇒ 4

    She casts it aside, and focuses inward for some divine inspiration. Examining the top card at the end of her turn, she triggers a Ghost Scorpion! She throws up the armor briefly to absorb the poison, then brandishes her Flame Staff.

    discarding Armor as 1 Poison Damage, recharging Flame Staff and discarding recharging Brilliance to use Arcane + 1d8 (+ 1d8 for Fire)

    Combat 9: 1d10 + 2d8 + 3 ⇒ (8) + (6, 3) + 3 = 20

    While the scorpion suffers a horrible flaming death, more monsters are attracted to the carnage.

    I killed it too much, new monster shuffled in please ><

    Ahmotep wrote:

    Hand: Defensive Shock, Spellcharger Jerkin, Lightning Touch, Quarterstaff, Magic Weapon, Grounding Staff,

    Displayed:
    Deck: 9 Discard: 1 Buried: 0
    Notes:
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [ ] +1 [ ] +2 [ ] +3
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
    Arcane: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +2

    Favored Card: Card that has Staff Trait
    Hand Size 6
    Proficient with: Light Armors Weapons
    Powers:
    On your check ([ ] or a check by another character at your location), after the roll, you may discard ([ ] or recharge) a card to add or subtract 2 from the result.
    When you would discard a spell for a power on a card that has the Staff trait, you may recharge it instead.
    You may recharge a card that has the Staff trait to add 1d8 to your combat check ([ ] and you may add the Fire trait).


    During This Adventure: The scourge die is 1d4+1.
    When creating the blessing 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.

    Turn Order:
    Damiel/sirrogue
    Hayato/MidnightLich
    Radovan/Maelwy
    Tarlin/DanHamman
    Amhotep/CaptMDKirk

    Curses:

    Curse of Poisoning
    Spoiler:
    Scourge B
    Traits: Curse Poison
    While displayed, after you reset your hand, recharge a random card_


    Curse of Vulnerability
    Spoiler:
    Scourge B
    Traits: Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you_ If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card_ You may only have 1 copy of this card displayed_


    Curse of Daybane
    Spoiler:
    Scourge B
    Traits: Curse Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn_ You may only have 1 copy of this card displayed_


    Curse of the Ravenous
    Spoiler:
    Scourge 1
    Traits: Curse
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1_ Blessings 2_ Allies 3_ Spells and weapons 4_ Items You may only have 1 copy of this card displayed_

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

    Turn: 7, Hayato/MidnightLich

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 22

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    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_
    Spoiler:
    Blessings Deck Card 2
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 3
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 4
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 5
    Blessing of 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 Wadjet
    Blessing C
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 7
    Blessing of the Elements
    Blessing C
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 8
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 9
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 10
    Blessing of the 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 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 the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 14
    Blessing of Bastet
    Blessing B
    Traits:
    Divine
    Bastet
    Gambling To Acquire:
    Divine 6
    OR Stealth
    Disable
    Craft 8
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
    Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
    Spoiler:
    Blessings Deck Card 15
    Blessing of Ra
    Blessing C
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 16
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 17
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 18
    Blessing of 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 Khepri
    Blessing P
    Traits:
    Divine
    Healing
    Khepri To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Spoiler:
    Blessings Deck Card 21
    Blessing of Nethys
    Blessing C
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 22
    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.

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

    Dilapidated Plaza Card 1:
    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_

    Dilapidated Plaza 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_

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

    Dilapidated Plaza Card 4:
    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_

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Damiel/sirrogue, None

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

    Glass Pavilion Card 2:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Glass Pavilion Card 4:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

    Glass Pavilion Card 4:
    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_

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

    Glass Pavilion Card 6:
    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_

    Glass Pavilion 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_

    Glass Pavilion 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_

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

    Stonework Passages Card 1:
    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_

    Stonework Passages Card 2:
    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_

    Stonework Passages Card 3:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Stonework Passages Card 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_

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

    Stonework Passages Card 6:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Stonework Passages Card 7:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

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

    Stonework Passages Card 9:
    Armor of the Sands
    Armor C
    Traits:
    Clothing
    Magic
    Arcane
    Divine
    Elite To Acquire:
    Constitution
    Fortitude 6
    OR Arcane
    Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_

    Stonework Passages Card 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_
    Brickworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Hayato/MidnightLich, None

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

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

    Quarry Card 1:
    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_

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

    Quarry Card 3:
    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_

    Quarry Card 4:
    Djinni Quarterstaff
    Weapon C
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite To Acquire:
    Strength
    Melee 6
    OR Arcane
    Divine 8
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
    You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_

    Quarry Card 5:
    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 6:
    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_

    Quarry Card 7:
    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_

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

    Quarry Card 9:
    Fire Hydra
    Monster B
    Traits:
    Aberration
    Fire
    Basic
    To Defeat:
    Combat 7
    Before you act, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4-1 Fire damage_
    If the check to defeat does not have the Acid, Cold, Electricity, Fire or Poison trait, the Fire Hydra is undefeated_

    Quarry Card 10:
    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_

    Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Tarlin/DanHamman, 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:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Catacombs Card 3:
    Lightning Storm
    Barrier C
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck_
    While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

    Catacombs 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_

    Catacombs Card 5:
    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_

    Catacombs Card 6:
    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_

    Catacombs Card 7:
    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_

    Catacombs Card 8:
    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_


    Party | Samurai - Tier 1.3

    I ride atop Jinfu away from the Brickworks, when I remember there is also a nearby Quarry; if the slavers are operating out of the Brickworks, there is a good chance they're in the quarry as well. I steer my horse towards them, eyes scanning for trouble.

    I feel the buzz of magical energy in the air just as I trigger the trap. A palette of stone tiles, packed for sale, shakes as I pass. Before I know it, tiles are hurtling at me, their edges as sharp as a shuriken. Unfortunately, the magic powering the trap is stronger than I expected, and I'm too slow to evade the tiles. I drop my Wakizashi in the process, and my Banner falls to the group. Jinfu's spirit protects me from some of the tiles as I move past the trap.
    Check to Defeat Hurtling Tiles Trap - Intelligence 6: 2d6 ⇒ (1, 3) = 4 (Intelligence d6 + Radovan's Blessing of the Ancients) . Failed! Taking 1d4 ⇒ 2 Ranged Combat Damage. I put Jinfu on top of my deck to prevent 1 damage, and discard Wakizashi for the other.

    A little further into the quarry, a Camel is tied to a post. I give the beast some water, taking a moment to collect my thoughts. Discard Camel to explore again. I encounter card # 1d10 ⇒ 3. The Camel has a saddle bag, and while it is mostly empty, I do find a tube of makeup (Kohl of Uncanny Discernment) in the bag.
    Check to Acquire - Intelligence 6: 1d6 ⇒ 3 Failed! Kohl of Uncanny Discernment is banished.

    Frustrated, I pause for a moment before continuing and look around the Quarry. End of turn, since I did not fight, I examine the top card of the quarry. Choosing a random card, ignoring 3: 1d10 ⇒ 5. Just then, the camel's owner returns - a Bonecrusher Hunter - and he is enraged to see me. He swings at me, but I evade and slash at him with my Nine-Ring Sword. My training keeps my attack from being loud and drawing attention, but in my surprise I lose hold of the sword during my strike. The blade slips from my hand just as the creature's head slips from his neck.
    Check to Defeat - Combat 13: 1d10 + 1d6 + 1d8 + 1d6 + 2 ⇒ (6) + (5) + (4) + (1) + 2 = 18 (Strength Die + Nine-Ring Sword + Discarding Sword + Samurai Ability + Melee Skill). Success!

    Fortunately, I still seem to have evaded notice. I decide to proceed cautiously, catching my breath before I proceed.

    Hayato wrote:

    Hand: Jinfu, Longsword, Heavy Wooden Shield, Blessing of the Samurai 2,

    Displayed:
    Deck: 10 Discard: 3 Buried: 0
    Notes: Blessing is available for Melee or Ranged checks w/o asking (ask otherwise).
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Melee: Strength + 2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2 [ ] +3
    Survival: Wisdom +1
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +1
    Favored Card: Weapon
    Hand Size 4
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    On your first combat check of your turn, add 1d6 ([ ] 1d10).
    On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ] 1d10).

    Upkeep: Cards #3 and #5 are removed from the Quarry, then it needs to be shuffled.


    Deck Handler

    Turn 8, under the Blessing of Abadar

    Radovan hears the loud commotion that Amhotep is making, and curses under his breath. This doesn't suit his style at all... feeling like it might be time to leave this plaza before too much more attention is brought down upon him, he takes a quick last look around first...

    Free Exploration - Card 1: Djinni Quarterstaff
    Check to Acquire - Strength 6: 1d8 ⇒ 5

    On his way towards the exit he notices a quarterstaff stashed in one corner, but upon closer inspection it doesn't look very useful. Passing it up, he continues to move silently towards the exit, leaving Amhotep to make whatever noise she wanted.

    No way to explore again, so this is a short turn. Draw 1 to end.

    Radovan wrote:

    Hand: Red Leathers, Bestiary of Garund, Kukri, Kama 2, Quick-Change Mask,

    Displayed: Yellow Jelly (C),
    Deck: 7 Discard: 4 Buried: 0
    Notes: Shirt reroll used.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8
    Dexterity d8+1
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8
    Intelligence d4
    Wisdom d6
    Charisma d8
    Diplomacy: Charisma +2

    Favored Card Type: Ally
    Hand Size 5
    Proficient with: Light Armors Weapons
    Powers:
    At the start of the scenario, display any 1 devil form. Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 to your combat check that does not have the 2-Handed traoit; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you by 1.


    Quang:
    You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.

    When you acquire a boon, you may display it next to this card.

    On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.


    During This Adventure: The scourge die is 1d4+1.
    When creating the blessing 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.

    Turn Order:
    Damiel/sirrogue
    Hayato/MidnightLich
    Radovan/Maelwy
    Tarlin/DanHamman
    Amhotep/CaptMDKirk

    Curses:

    Curse of Poisoning
    Spoiler:
    Scourge B
    Traits: Curse Poison
    While displayed, after you reset your hand, recharge a random card_


    Curse of Vulnerability
    Spoiler:
    Scourge B
    Traits: Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you_ If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card_ You may only have 1 copy of this card displayed_


    Curse of Daybane
    Spoiler:
    Scourge B
    Traits: Curse Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn_ You may only have 1 copy of this card displayed_


    Curse of the Ravenous
    Spoiler:
    Scourge 1
    Traits: Curse
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1_ Blessings 2_ Allies 3_ Spells and weapons 4_ Items You may only have 1 copy of this card displayed_

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

    Turn: 9, Tarlin/DanHamman,

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 20

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 2
    Blessing of 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 3
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 4
    Blessing of Wadjet
    Blessing C
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 5
    Blessing of the Elements
    Blessing C
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 6
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 7
    Blessing of 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 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 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 the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 11
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 12
    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 Ra
    Blessing C
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 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 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 Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 17
    Blessing of 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 Khepri
    Blessing P
    Traits:
    Divine
    Healing
    Khepri To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Spoiler:
    Blessings Deck Card 19
    Blessing of Nethys
    Blessing C
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 20
    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.

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

    Dilapidated Plaza Card 1 (Guardian Scroll):
    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_

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

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

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Damiel/sirrogue, None

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

    Glass Pavilion Card 2:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Glass Pavilion Card 4:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

    Glass Pavilion Card 4:
    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_

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

    Glass Pavilion Card 6:
    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_

    Glass Pavilion 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_

    Glass Pavilion 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_

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

    Stonework Passages Card 1:
    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_

    Stonework Passages Card 2:
    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_

    Stonework Passages Card 3:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Stonework Passages Card 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_

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

    Stonework Passages Card 6:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Stonework Passages Card 7:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

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

    Stonework Passages Card 9:
    Armor of the Sands
    Armor C
    Traits:
    Clothing
    Magic
    Arcane
    Divine
    Elite To Acquire:
    Constitution
    Fortitude 6
    OR Arcane
    Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_

    Stonework Passages Card 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_
    Brickworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

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

    Quarry Card 1:
    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_

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

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

    Quarry Card 4:
    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_

    Quarry 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_

    Quarry 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_

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

    Quarry Card 8:
    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_

    Catacombs
    At This Location: For your checks that have the Cold trait, add a die.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random ally that has the Animal trait from the box.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
    Located/Displayed Here: Tarlin/DanHamman, 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:
    Gnoll Slaver
    Henchman 1
    Type: Monster
    Traits:
    Gnoll
    Trigger
    To Defeat:
    Combat 10
    When you examine this card, encounter it; the difficulty of the check to defeat is increased by 3.~Before you act, recharge an ally.~If undefeated, search your deck for an ally and bury it.~If defeated, you may immediately attempt to close the location this henchman came from.

    Catacombs Card 3:
    Lightning Storm
    Barrier C
    Traits:
    Obstacle
    Weather
    Electricity
    To Defeat:
    None
    Display this barrier next to the location deck_
    While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

    Catacombs 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_

    Catacombs Card 5:
    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_

    Catacombs Card 6:
    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_

    Catacombs Card 7:
    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_

    Catacombs Card 8:
    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_


    GenCon Open Champion

    Dan does his best away from his physical cards.

    Tarlin ventures further into the Catacombs. An Emperor Cobra springs at him from the shadows. Longsword at the ready, Tarlin is unconcerned. Combat 8: 1d10 + 3 ⇒ (2) + 3 = 51d8 ⇒ 6.

    --Board post lost. Rebuilding--

    Total of 13 to defeat the Emperor Cobra, not enough to trigger the monster add. Discard Blessing to explore again.

    Encounter Henchman. Discard Longsword... d10+3, d8, d6 = 19. Will shuffle a monster, but not going to bother if I close.

    --end rebuild--

    Wisdom 5: 1d8 ⇒ 81d8 ⇒ 3

    Tarlin seals up the Catacombs, just as a creature scurries up to his side. Someone must have heard the commotion; Tarlin tries to talk his way out of a confrontation. Wisdom 6: 1d8 ⇒ 2. Arrows reveal the talking didn't work. Damage: 1d4 - 1 ⇒ (3) - 1 = 2. His armor absorbs it, then falls to the ground useless.

    Turn complete. Catacombs closed. I need a random Ally with Animal.

    Tarlin wrote:

    Hand: Camel, Boarding Pike, Judgement Light, random Animal Ally

    Displayed:
    Deck: 7 Discard: 4 Buried: 1
    Notes: Healing usually available, come and get it.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 4 [ ] 5 [ ] 6 [ ] 7
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Instead of your first exploration on a turn, you may reveal a weapon that has the 2-Handed trait or a blessing 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.
    You may discard a armor to return a weapon from your discard pile to your hand.


    Ok, couple things to upkeep.

    First - Random Animal Ally

    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_

    Second - Closing a site triggers Third Law Radovan encountered a while back that I'll need to find a place to display next time these weird scenario effecting things come up which I didn't think to do. Sorry about that.

    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_

    I'm just going to roll it to see if anything happens. Third Law: 1d6 ⇒ 2

    We definitely banished more than 2 so you successfully navigated this law.


    During This Adventure: The scourge die is 1d4+1.
    When creating the blessing 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.

    Turn Order:
    Damiel/sirrogue
    Hayato/MidnightLich
    Radovan/Maelwy
    Tarlin/DanHamman
    Amhotep/CaptMDKirk

    Curses:

    Curse of Poisoning
    Spoiler:
    Scourge B
    Traits: Curse Poison
    While displayed, after you reset your hand, recharge a random card_


    Curse of Vulnerability
    Spoiler:
    Scourge B
    Traits: Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you_ If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card_ You may only have 1 copy of this card displayed_


    Curse of Daybane
    Spoiler:
    Scourge B
    Traits: Curse Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn_ You may only have 1 copy of this card displayed_


    Curse of the Ravenous
    Spoiler:
    Scourge 1
    Traits: Curse
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1_ Blessings 2_ Allies 3_ Spells and weapons 4_ Items You may only have 1 copy of this card displayed_

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

    Turn: 10, Amhotep/CaptMDKirk

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 19

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 2
    Blessing of 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 3
    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 4
    Blessing of the Elements
    Blessing C
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 5
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 6
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 7
    Blessing of the 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 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 9
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 10
    Blessing of the 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 Ra
    Blessing C
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 13
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 14
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 15
    Blessing of 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 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 Khepri
    Blessing P
    Traits:
    Divine
    Healing
    Khepri To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Spoiler:
    Blessings Deck Card 18
    Blessing of Nethys
    Blessing C
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 19
    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.

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

    Dilapidated Plaza Card 1 (Guardian Scroll):
    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_

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

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

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: Damiel/sirrogue, None

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

    Glass Pavilion Card 2:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Glass Pavilion Card 4:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

    Glass Pavilion Card 4:
    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_

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

    Glass Pavilion Card 6:
    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_

    Glass Pavilion 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_

    Glass Pavilion 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_

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

    Stonework Passages Card 1:
    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_

    Stonework Passages Card 2:
    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_

    Stonework Passages Card 3:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Stonework Passages Card 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_

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

    Stonework Passages Card 6:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Stonework Passages Card 7:
    Burning Tar
    Barrier B
    Traits:
    Obstacle
    Fire
    Basic
    To Defeat:
    Dexterity
    Acrobatics
    Perception
    Craft 6
    If undefeated, you are dealt 1d4 Fire damage_ If you would discard any cards as damage, bury them instead_

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

    Stonework Passages Card 9:
    Armor of the Sands
    Armor C
    Traits:
    Clothing
    Magic
    Arcane
    Divine
    Elite To Acquire:
    Constitution
    Fortitude 6
    OR Arcane
    Divine 8
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check_
    Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead_

    Stonework Passages Card 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_
    Brickworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

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

    Quarry Card 1:
    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_

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

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

    Quarry Card 4:
    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_

    Quarry 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_

    Quarry 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_

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

    Quarry Card 8:
    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_

    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: Tarlin/DanHamman, None


    Ahmotep spins her Grounding Staff to generate its charge versus the Guardian Scroll, discarding recharging Defensive Shock in the process.

    Combat 11: 1d10 + 1d6 + 3 ⇒ (4) + (4) + 3 = 11

    As the scroll disintegrates neatly before her eyes, Ahmotep refocuses and rests. She attempts to talk her way past the guards.

    Charisma 6: 1d6 + 2 ⇒ (6) + 2 = 8

    draw 2 to end

    Ahmotep wrote:

    Hand: Blessing of the Gawds, Spellcharger Jerkin, Lightning Touch, Quarterstaff, Magic Weapon, Terhk Fourwinds,

    Displayed:
    Deck: 9 Discard: 1 Buried: 0
    Notes: Blessing available, can copy the top of the Blessings Discard if needed
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [ ] +1 [ ] +2 [ ] +3
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
    Arcane: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +2

    Favored Card: Card that has Staff Trait
    Hand Size 6
    Proficient with: Light Armors Weapons
    Powers:
    On your check ([ ] or a check by another character at your location), after the roll, you may discard ([ ] or recharge) a card to add or subtract 2 from the result.
    When you would discard a spell for a power on a card that has the Staff trait, you may recharge it instead.
    You may recharge a card that has the Staff trait to add 1d8 to your combat check ([ ] and you may add the Fire trait).


    Unable to effectively acquire the Blessing of Ra that he knows is coming, Damiel opts to divert elsewhere in case someone wants the blessing. Instead he ventures forth into the Stonework Passages...and nearly ventures forth into a Poison Blade Trap!

    PBT CtD Dexterity 5: 1d12 ⇒ 11

    Like any penitent man would, Damiel kneels, then rolls forward under the circular saw blade that emerges from the wall at beheading height for your average adventurer. Bits of gooey gel coat the blade, promising a bad end for one even nicked by the blade.

    Pausing to reflect on the decision to come here, Damiel utters an incantation to recover his strength casting Cure on himself to recover his two discarded cards recharge Cure 8: 1d10 + 1 ⇒ (9) + 1 = 10 and recharges the Cure.

    Damiel wrote:

    Hand: Call Potion, Potion of Energy Resistance, Pheromones, Hand Crossbow, Aklys,

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

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Disable: Dexterity +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Craft: Intelligence +3 [+4]
    Wisdom d6 [ ] +1 [ ] +2
    Perception: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: Weapon
    Hand Size 5 □ 6 □ 7
    Proficient with: Light Armors, Weapons
    Powers:
    You may not play spells that have the Attack trait.
    When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
    You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (□ or your Strength, Dexterity, or Constitution non-combat check).
    <Power 4>
    <Power 5>


    Examined the top card of Stonework Passage for Damiel, it's known to be Find Traps.

    During This Adventure: The scourge die is 1d4+1.
    When creating the blessing 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.

    Turn Order:
    Damiel/sirrogue
    Hayato/MidnightLich
    Radovan/Maelwy
    Tarlin/DanHamman
    Amhotep/CaptMDKirk

    Curses:

    Curse of Poisoning
    Spoiler:
    Scourge B
    Traits: Curse Poison
    While displayed, after you reset your hand, recharge a random card_


    Curse of Vulnerability
    Spoiler:
    Scourge B
    Traits: Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you_ If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card_ You may only have 1 copy of this card displayed_


    Curse of Daybane
    Spoiler:
    Scourge B
    Traits: Curse Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn_ You may only have 1 copy of this card displayed_


    Curse of the Ravenous
    Spoiler:
    Scourge 1
    Traits: Curse
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1_ Blessings 2_ Allies 3_ Spells and weapons 4_ Items You may only have 1 copy of this card displayed_

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

    Turn: 12, Hayato/MidnightLich

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

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

    Blessings Remaining: 17

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    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 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_
    Spoiler:
    Blessings Deck Card 3
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 4
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 5
    Blessing of the 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 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 the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 8
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 9
    Blessing of 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 Ra
    Blessing C
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 11
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 12
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 13
    Blessing of 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 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 Khepri
    Blessing P
    Traits:
    Divine
    Healing
    Khepri To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Spoiler:
    Blessings Deck Card 16
    Blessing of Nethys
    Blessing C
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 17
    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.

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

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

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

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

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

    Glass Pavilion Card 2:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Glass Pavilion Card 4:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

    Glass Pavilion Card 4:
    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_

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

    Glass Pavilion Card 6:
    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_

    Glass Pavilion 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_

    Glass Pavilion 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_

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

    Stonework Passages Card 1 (Find Traps):
    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_

    Stonework Passages Card 2:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Stonework Passages Card 3:
    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_

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

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

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

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

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

    Stonework Passages Card 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_

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

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

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

    Quarry Card 1:
    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_

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

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

    Quarry Card 4:
    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_

    Quarry 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_

    Quarry 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_

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

    Quarry Card 8:
    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_

    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: Tarlin/DanHamman, None


    Party | Samurai - Tier 1.3

    I proceed further into the Quarry, eyes peeled for more traps or potential ambushes. On top of a large block of stone, I spot a piece scaled leather headgear. Hopping off of Jinfu, I examine the Crocodile Skin Helmet. Unfortunately, the leather has been damaged from exposure to the sun and has been burned from flame, rendering it useless.
    Check to Acquire - Fortitude 6: 1d8 + 2 ⇒ (2) + 2 = 4. Failure.

    I mutter a prayer to my gods, discarding Blessing of the Samurai to explore again and moving further into the Quarry. Just a few yards past where I'd found the helmet, a quarterstaff of figured wood is leaning against a pile of smaller stones. The staff is carved with images of lamps and genies, though I can discern no benefit from them. Still, the Djinni Quarterstaff is well made and nicely balanced, so I add it to my arsenal.
    Check to Acquire - Melee 6: 1d10 + 2 ⇒ (6) + 2 = 8. Success!

    I want to push forward, but my instincts tell me to hold. I decide to heed my instincts, and avoid pushing forward. As I am stashing the quarterstaff in Jinfu's harness, I see a trail of smoke rising into the air. It's small, not from a campfire, but perhaps from a Torch. My eyes narrow, but for now, I hold my position. End of turn, examine the top card of my deck; it's a Torch.

    Hayato wrote:

    Hand: Jinfu, Longsword, Heavy Wooden Shield, Portable Ram,

    Displayed:
    Deck: 10 Discard: 5 Buried: 0
    Notes: No help here :(
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Melee: Strength + 2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2 [ ] +3
    Survival: Wisdom +1
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +1
    Favored Card: Weapon
    Hand Size 4
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    On your first combat check of your turn, add 1d6 ([ ] 1d10).
    On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ] 1d10).

    Upkeep: Top card of the Quarry, the Torch, is known.


    During This Adventure: The scourge die is 1d4+1.
    When creating the blessing 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.

    Turn Order:
    Damiel/sirrogue
    Hayato/MidnightLich
    Radovan/Maelwy
    Tarlin/DanHamman
    Amhotep/CaptMDKirk

    Curses:

    Curse of Poisoning
    Spoiler:
    Scourge B
    Traits: Curse Poison
    While displayed, after you reset your hand, recharge a random card_


    Curse of Vulnerability
    Spoiler:
    Scourge B
    Traits: Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you_ If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card_ You may only have 1 copy of this card displayed_


    Curse of Daybane
    Spoiler:
    Scourge B
    Traits: Curse Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn_ You may only have 1 copy of this card displayed_


    Curse of the Ravenous
    Spoiler:
    Scourge 1
    Traits: Curse
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1_ Blessings 2_ Allies 3_ Spells and weapons 4_ Items You may only have 1 copy of this card displayed_

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

    Turn: 13, Radovan/Maelwys

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Top of Blessing Discard Pile:

    Blessing of Wadjet:
    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_

    Blessings Remaining: 16

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of the Elements
    Blessing C
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 2
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 3
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 4
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 5
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 6
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 7
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 8
    Blessing of 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 Ra
    Blessing C
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 10
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 11
    Blessing of Wadjet
    Blessing 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 Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 13
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 14
    Blessing of Khepri
    Blessing P
    Traits:
    Divine
    Healing
    Khepri To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Spoiler:
    Blessings Deck Card 15
    Blessing of Nethys
    Blessing C
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 16
    Liberty's Edge Favor
    Favor 1
    Traits:
    When you discard this card from the blessings deck, draw an ally from the box.~While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.

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

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

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

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

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

    Glass Pavilion Card 2:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Glass Pavilion Card 4:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

    Glass Pavilion Card 4:
    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_

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

    Glass Pavilion Card 6:
    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_

    Glass Pavilion 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_

    Glass Pavilion 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_

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

    Stonework Passages Card 1 (Find Traps):
    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_

    Stonework Passages Card 2:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Stonework Passages Card 3:
    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_

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

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

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

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

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

    Stonework Passages Card 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_
    Brickworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

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

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

    Quarry Card 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_

    Quarry Card 3:
    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_

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

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

    Quarry Card 6:
    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_

    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: Tarlin/DanHamman, None


    Deck Handler

    Turn 13, under the Blessing of Wadjet

    After watching Amhotep tear into that scroll, Radovan decides to hang around long enough to be sure that there's nothing else fishy or useful in this plaza... they've almost finished searching it now anyway.

    Free Exploration - Card 1: Gnoll Slaver.
    BYA - No allies in hand to recharge.
    Display Kama to attack.

    Check to Defeat - Combat 10: 1d10 + 3 + 1d6 ⇒ (7) + 3 + (3) = 13
    Defeat - No overkill[/ooc]

    As he peaks into one of the last stalls, he finds one of the Slavers grinning slavishly back out at him. Quickly jumping back, he pulls out his Kama and starts to dance around the slaver, channeling the powers of Quang as he does so. He darts in and out, making small incisions in the slaver gradually rather than trying to hit hard all at once. And before the gnoll realizes it, Radovan has struck a fatal blow across his neck, dropping the beast.

    Attempt to close. Reveal Red Leathers for +2.
    Check to Close - Diplomacy 5: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11
    Location is closed, everybody pay attention to that reroll power, it could come in handy in the future. There is only 1 card left, and I can't roll less than 1 on a 1d6, so Third Law is passed.

    Dropping the beast, Radovan smiles and signals to Amhotep that it's time to move on, before any others arrive.

    Reveal Red Leathers for dodge check
    Check to dodge arrows - Diplomacy 6: 1d8 + 4 ⇒ (7) + 4 = 11

    Seeing some gnolls coming to investigate the area, and determine what happened to their friend, Radovan thinks quickly and convinces one of the other locals to take the blame, so he can continue to go unnoticed here.

    Draw 0 to end my turn.

    Radovan wrote:

    Hand: Red Leathers, Bestiary of Garund, Kukri, Kama 2, Quick-Change Mask,

    Displayed: Yellow Jelly (C),
    Deck: 7 Discard: 4 Buried: 0
    Notes: Shirt reroll used.
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8
    Dexterity d8+1
    Disable: Dexterity +2
    Stealth: Dexterity +2
    Constitution d8
    Intelligence d4
    Wisdom d6
    Charisma d8
    Diplomacy: Charisma +2

    Favored Card Type: Ally
    Hand Size 5
    Proficient with: Light Armors Weapons
    Powers:
    At the start of the scenario, display any 1 devil form. Once per turn, when a character at your location is dealt damage by a bane, display a monster from the box next to a displayed devil form.
    Add 1d4 to your combat check that does not have the 2-Handed traoit; add an additional 1d4 if you did not play a weapon.
    Reduce Fire, Poison, or Ranged Combat damage dealt to you by 1.


    Quang:
    You gain the skill Acrobatics: Dexterity +2; you may evade your encounter.

    When you acquire a boon, you may display it next to this card.

    On your non-combat check, you may bury a card displayed next to this card to add 1d6 plus that card's adventure deck number.


    Halfway on the blessing clock. Couple things, there is now a Random Cards spoiler right above the blessing discard, so I'm going to take out the spoiled ones at the top of the page. I've also added the Third Law that is displayed to the additional rules so it's easier to reference since it looks like it stays until it's failed.

    During This Adventure: The scourge die is 1d4+1.
    When creating the blessing 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.

    Turn Order:
    Damiel/sirrogue
    Hayato/MidnightLich
    Radovan/Maelwy
    Tarlin/DanHamman
    Amhotep/CaptMDKirk

    Curses:

    Curse of Poisoning
    Spoiler:
    Scourge B
    Traits: Curse Poison
    While displayed, after you reset your hand, recharge a random card_


    Curse of Vulnerability
    Spoiler:
    Scourge B
    Traits: Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you_ If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card_ You may only have 1 copy of this card displayed_


    Curse of Daybane
    Spoiler:
    Scourge B
    Traits: Curse Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn_ You may only have 1 copy of this card displayed_


    Curse of the Ravenous
    Spoiler:
    Scourge 1
    Traits: Curse
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1_ Blessings 2_ Allies 3_ Spells and weapons 4_ Items You may only have 1 copy of this card displayed_

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

    Additional Rules: This barrier was encountered and is currently displayed on the scenario. Please encounter it after closing a location.

    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_


    Turn: 14, Tarlin/DanHamman
    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    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:
    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:
    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:
    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_

    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:
    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:
    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:
    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:
    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_

    Weapons
    Spoiler:
    Cat's Claws
    Weapon C
    Traits:
    Accessory
    Melee
    Piercing
    Elite To Acquire:
    Strength
    Melee 7
    For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4_ If any d4 rolled on this check is a 4, count it as 5_ After you act, reveal an armor or you are dealt 1 Combat damage_

    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:
    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_

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

    Spells
    Spoiler:
    Clinging Venom
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_

    Spoiler:
    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:
    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_

    Spoiler:
    Lightning Touch
    Spell B
    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:
    Unshakable Chill
    Spell B
    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_

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

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

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

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

    Allies
    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_

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

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

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

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

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

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

    Spoiler:
    Blessing of 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 Elements:
    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_

    Blessings Remaining: 15

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 2
    Blessing of 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 3
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 4
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 5
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 6
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 7
    Blessing of 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 Ra
    Blessing C
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 9
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 10
    Blessing of Wadjet
    Blessing B
    Traits:
    Divine
    Wadjet To Acquire:
    Divine 5
    OR Intelligence
    Knowledge 7
    Reveal this card to add 1d4 to your check to acquire a boon_
    Discard this card to add 2d8 to any check to acquire a boon_
    Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
    After you play this card, if it matches the top card of the blessings discard pile, draw a card_
    Spoiler:
    Blessings Deck Card 11
    Blessing of Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 12
    Blessing of 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 Khepri
    Blessing P
    Traits:
    Divine
    Healing
    Khepri To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Spoiler:
    Blessings Deck Card 14
    Blessing of Nethys
    Blessing C
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 15
    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.

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

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

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

    Glass Pavilion Card 2:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Glass Pavilion Card 4:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

    Glass Pavilion Card 4:
    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_

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

    Glass Pavilion Card 6:
    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_

    Glass Pavilion 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_

    Glass Pavilion 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_

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

    Stonework Passages Card 1 (Find Traps):
    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_

    Stonework Passages Card 2:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Stonework Passages Card 3:
    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_

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

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

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

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

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

    Stonework Passages Card 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_
    Brickworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

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

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

    Quarry Card 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_

    Quarry Card 3:
    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_

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

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

    Quarry Card 6:
    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_

    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: Tarlin/DanHamman, None


    GenCon Open Champion

    Tarlin the Tired scrapes his bones into motion and makes his way to the Quarry. There's a torch at the entrance, so he picks it up. Strength 4: 1d10 + 3 ⇒ (7) + 3 = 10. Nice to have some illumination in case we go underground.

    Al Shamlal is ready to carry Tarlin deeper into the Quarry. Discard Camel to explore. Al Shamlal runs headfirst into a Hurtling Tiles Trap, which doesn't bode well for the rider. Intelligence 6: 1d6 ⇒ 3.

    A torrent of stone rains down on Tarlin. Damage: 1d4 ⇒ 4. On the plus side, being under a pile of stone means that he has full cover from the guards chasing him down. Discard all 4 cards in hand; random damage from scenario/not combating is irrelevant.

    Tarlin considers his life choices.

    Please reshuffle the barrier back into the location deck. Draw 4 to end.

    Play a Cure on myself during the next turn. Healing: 1d4 + 1 ⇒ (4) + 1 = 5. Not shuffling in: 1d9 ⇒ 4, 1d9 ⇒ 6. 1d9 ⇒ 6. 1d9 ⇒ 7. 1d9 ⇒ 3.
    Recharge check: Divine 8: 1d8 + 1 ⇒ (7) + 1 = 8.

    Tarlin wrote:

    Hand: Blessing of the Samurai, Kikko Armor, Blessing of the Gods 1,

    Displayed:
    Deck: 7 Discard: 4 Buried: 1
    Notes: Healing usually available, come and get it.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card: Weapon
    Hand Size 4 [ ] 5 [ ] 6 [ ] 7
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    Instead of your first exploration on a turn, you may reveal a weapon that has the 2-Handed trait or a blessing 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.
    You may discard a armor to return a weapon from your discard pile to your hand.


    During This Adventure: The scourge die is 1d4+1.
    When creating the blessing 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.

    Turn Order:
    Damiel/sirrogue
    Hayato/MidnightLich
    Radovan/Maelwy
    Tarlin/DanHamman
    Amhotep/CaptMDKirk

    Curses:

    Curse of Poisoning
    Spoiler:
    Scourge B
    Traits: Curse Poison
    While displayed, after you reset your hand, recharge a random card_


    Curse of Vulnerability
    Spoiler:
    Scourge B
    Traits: Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you_ If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card_ You may only have 1 copy of this card displayed_


    Curse of Daybane
    Spoiler:
    Scourge B
    Traits: Curse Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn_ You may only have 1 copy of this card displayed_


    Curse of the Ravenous
    Spoiler:
    Scourge 1
    Traits: Curse
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1_ Blessings 2_ Allies 3_ Spells and weapons 4_ Items You may only have 1 copy of this card displayed_

    During This Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or your are dealt 1d4-1 Ranged Combat damage.
    Additional Rules: This barrier was encountered and is currently displayed on the scenario. Please encounter it after closing a location.

    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_


    Turn: 15, Amhotep/CaptMDKirk
    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    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:
    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:
    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:
    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_

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

    Spoiler:
    Dance of the Dead
    Barrier P
    Traits:
    Trap
    Curse
    Magic
    To Defeat:
    DexterityCharisma 10
    When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
    If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

    Spoiler:
    The First Law
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it_
    Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

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

    Spoiler:
    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 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:
    Sistrum of Bastet
    Weapon P
    Traits:
    Axe
    Book
    Ranged
    Bludgeoning
    Magic
    Arcane To Acquire:
    CharismaMelee 13
    For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
    Recharge this card to add 1d8 to your Charisma or Diplomacy check.
    Recharge this card to add 1d4 to any check by a character at 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:
    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:
    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:
    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:
    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:
    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:
    Viper Strike
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Basic To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_

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

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

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

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

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

    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_

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

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

    Spoiler:
    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:
    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:
    Miau Pakhet
    Ally P
    Traits:
    Catfolk
    Bard
    Gambling To Acquire:
    CharismaDiplomacy 13
    After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
    Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may 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 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 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 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:
    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 Ra:
    Blessing of Ra
    Blessing B
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

    Blessings Remaining: 14

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of Horus
    Blessing B
    Traits:
    Divine
    Horus
    Electricity To Acquire:
    Divine 6
    OR Dexterity
    Ranged 7
    Discard this card to add 1 die and the Electricity trait to any check_
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
    Discard this card to move, then you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, you may move_
    Spoiler:
    Blessings Deck Card 2
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 3
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 4
    Blessing of 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 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 7
    Blessing of Ra
    Blessing C
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 8
    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 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 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 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 Khepri
    Blessing P
    Traits:
    Divine
    Healing
    Khepri To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Spoiler:
    Blessings Deck Card 13
    Blessing of Nethys
    Blessing C
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 14
    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.

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

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 2 ?: 1
    Located/Displayed Here: None

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

    Glass Pavilion Card 2:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Glass Pavilion Card 4:
    Hyena
    Monster B
    Traits:
    Trigger
    Animal
    Basic
    To Defeat:
    Combat 9
    When you examine this card, you are dealt 2 Combat damage_ Then encounter this card_

    Glass Pavilion Card 4:
    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_

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

    Glass Pavilion Card 6:
    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_

    Glass Pavilion 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_

    Glass Pavilion 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_

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

    Stonework Passages Card 1 (Find Traps):
    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_

    Stonework Passages Card 2:
    Corridor Dart Trap
    Barrier B
    Traits:
    Trap
    Construct
    Veteran
    To Defeat:
    Dexterity
    Disable
    Stealth
    Perception 6
    The difficulty to defeat is increased by twice the scenario's adventure deck number_
    If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

    Stonework Passages Card 3:
    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_

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

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

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

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

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

    Stonework Passages Card 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_
    Brickworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

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

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

    Quarry Card 2:
    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_

    Quarry Card 3:
    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_

    Quarry Card 4:
    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_

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

    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: None


    Ahmotep will head to the Glass Pavilion and attempt to commune with Ra, using her Blessing of the Gawds to copy Ra's blessing. add 2 dice to Strength non-combat check

    Strength 8: 3d8 ⇒ (5, 1, 2) = 8

    Winning the Blessing of Ra, Ahmotep uses it to press forward. recharged since it matches the top of blessings discard

    A Bonecrusher Master rises to challenge Ahmotep. She channels her Arcane energy into a Lightning Touch to dispatch the foul brute.

    Spoilering for temp closings

    Spoiler:
    Combat 11: 1d10 + 2d4 + 3 ⇒ (7) + (3, 1) + 3 = 14

    She uses the Spellcharger Jerkin to recall the spell's energy. recharge to add 1d4 to recharge Lightning Touch

    Arcane 6: 1d10 + 1d4 + 3 ⇒ (7) + (3) + 3 = 13

    Ahmotep rests, but not before trying to talk her way past the guards, again.

    Diplomacy 6: 1d6 + 2 ⇒ (5) + 2 = 7

    Aaaaand i'm spent. drawing 6 to end

    Ahmotep wrote:

    Hand: Explorer's Staff, Blessing of the Gods, Blackwing Librarian, Terhk Fourwinds, Quarterstaff, Magic Weapon,

    Displayed:
    Deck: 8 Discard: 2 Buried: 0
    Notes: Blessing available, can copy the top of the Blessings Discard if needed
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [ ] +1 [ ] +2 [ ] +3
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
    Arcane: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +2

    Favored Card: Card that has Staff Trait
    Hand Size 6
    Proficient with: Light Armors Weapons
    Powers:
    On your check ([ ] or a check by another character at your location), after the roll, you may discard ([ ] or recharge) a card to add or subtract 2 from the result.
    When you would discard a spell for a power on a card that has the Staff trait, you may recharge it instead.
    You may recharge a card that has the Staff trait to add 1d8 to your combat check ([ ] and you may add the Fire trait).


    Party | Samurai - Tier 1.3

    Hearing the shouts of my allies, and knowing the leader of the enemy has been found, I position myself to ensure the villain can't escape into the Quarray. Check to Temporarily Close - Fortitude 7: 2d8 + 2 ⇒ (7, 6) + 2 = 15. Success!

    Upkeep: Quarry is temporarily closed.


    Damiel here's the sounds of battle in the distance, the distinct call of an ally finding our quarry. This is not the best place for Damiel to defend, but he tries his best to bar the Stonework Passages as a potential escape route, seeking inspiration from Tarlin's tired gawds using his blessing.

    temp close Stonework Passages 7: 2d6 ⇒ (4, 2) = 6

    Damiel attempts to use an acid flask at a structural point to collapse some of the stonework, but underestimates the craftsmanship of the architecture and only succeeds in creating a partial barrier.

    Stonework Passages are still open. :(


    Bonecrusher Master escapes to the Stonework Passages!! But first the Third Law has been broken, how will Ahmotep make amends!

    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_

    During This Adventure: The scourge die is 1d4+1.
    When creating the blessing 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.

    Turn Order:
    Damiel/sirrogue
    Hayato/MidnightLich
    Radovan/Maelwy
    Tarlin/DanHamman
    Amhotep/CaptMDKirk

    Curses:

    Curse of Poisoning
    Spoiler:
    Scourge B
    Traits: Curse Poison
    While displayed, after you reset your hand, recharge a random card_


    Curse of Vulnerability
    Spoiler:
    Scourge B
    Traits: Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you_ If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card_ You may only have 1 copy of this card displayed_


    Curse of Daybane
    Spoiler:
    Scourge B
    Traits: Curse Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn_ You may only have 1 copy of this card displayed_


    Curse of the Ravenous
    Spoiler:
    Scourge 1
    Traits: Curse
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1_ Blessings 2_ Allies 3_ Spells and weapons 4_ Items You may only have 1 copy of this card displayed_

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

    Turn: 16, Damiel/sirrogue

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

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

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

    Spoiler:
    Bonecrusher 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_

    Barriers
    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:
    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:
    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:
    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:
    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_

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

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

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

    Spoiler:
    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_

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

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

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

    Armors
    Spoiler:
    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:
    Portable Sarcophagus
    Armor P
    Traits:
    Light Armor
    Magic To Acquire:
    ConstitutionFortitude 6
    Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
    If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

    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 Shield
    Armor C
    Traits:
    Shield
    Offhand
    Basic To Acquire:
    Constitution
    Fortitude 4
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
    Recharge this card to reduce Acid, Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_

    Spoiler:
    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_

    Items
    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:
    Anubis Staff
    Item 1
    Traits:
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis To Acquire:
    Arcane
    Divine 6
    For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
    Bury this card to evade your encounter against a monster that has the Undead trait_

    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:
    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:
    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_

    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:
    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:
    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:
    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_

    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_

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

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

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

    Top of Blessing Discard Pile:

    Blessing of Horus:
    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_

    Blessings Remaining: 13

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of the Ancients
    Blessing B
    Traits:
    Divine
    Basic To Acquire:
    Divine 3
    Discard this card to add 1 die to any check_
    Discard this card to examine the top card of your location, then you may explore your location_
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 2
    Blessing of 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 3
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 4
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 5
    Blessing of 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 Ra
    Blessing C
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 7
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 8
    Blessing of Wadjet
    Blessing 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 Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 10
    Blessing of 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 Khepri
    Blessing P
    Traits:
    Divine
    Healing
    Khepri To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Spoiler:
    Blessings Deck Card 12
    Blessing of Nethys
    Blessing C
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 13
    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.

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

    Glass Pavilion
    Closed
    At This Location: At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Amhotep/CaptMDKirk, None

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

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

    Stonework Passages Card 2:
    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_

    Stonework Passages Card 3:
    Kopis
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Basic To Acquire:
    Dexterity
    Ranged 5
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4; you may additionally recharge this card to add 1 to your check for each die rolled_
    When playing another weapon, you may discard this card to add 1d4 to your combat check_

    Stonework Passages Card 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_

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

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

    Stonework Passages 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_

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

    Stonework Passages Card 9:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Stonework Passages Card 10:
    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_
    Brickworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

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

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

    Quarry Card 2:
    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_

    Quarry Card 3:
    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_

    Quarry Card 4:
    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_

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

    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: None


    banishing Magic Weapon to Third Law, d1 to replace

    Ahmotep wrote:

    Hand: Explorer's Staff, Blessing of the Gods, Blackwing Librarian, Terhk Fourwinds, Quarterstaff, Blessing of the Goods,

    Displayed:
    Deck: 7 Discard: 2 Buried: 0
    Notes: Blessing available, can copy the top of the Blessings Discard if needed
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d8 [ ] +1 [ ] +2 [ ] +3
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [x] +1 [ ] +2 [ ] +3 [ ] +4
    Arcane: Intelligence +2
    Wisdom d6 [ ] +1 [ ] +2
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +2

    Favored Card: Card that has Staff Trait
    Hand Size 6
    Proficient with: Light Armors Weapons
    Powers:
    On your check ([ ] or a check by another character at your location), after the roll, you may discard ([ ] or recharge) a card to add or subtract 2 from the result.
    When you would discard a spell for a power on a card that has the Staff trait, you may recharge it instead.
    You may recharge a card that has the Staff trait to add 1d8 to your combat check ([ ] and you may add the Fire trait).


    Clearing the rubble from his failed attempt to block the passageway, Damiel nearly drops a fist-sized stone on a pressure plate cleverly worked into the stone floor.

    Corridor Dart Trap CTD 6: 1d12 + 1 ⇒ (9) + 1 = 10

    Instead, he rolls a larger rock, one big enough to crouch behind, onto the plate, and smirks as he hears the tell-tale *pfft* sounds of darts flying through the air, then impacting harmlessly on the stone. He leaves the boulder squarely on the pressure plate to avoid triggering it again, just in case.

    Winded from the exertion, the alchemist leans against the stone for a brief respite.

    Damiel wrote:

    Hand: Call Potion, Potion of Energy Resistance, Pheromones, Hand Crossbow, Aklys,

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

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1 [ ]+2
    Dexterity d12 [ ] +1 [ ] +2 [ ] +3 [ ] +4
    Disable: Dexterity +1
    Constitution d6 [ ] +1 [ ] +2
    Intelligence d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Craft: Intelligence +3 [+4]
    Wisdom d6 [ ] +1 [ ] +2
    Perception: Wisdom +2
    Charisma d4 [ ] +1

    Favored Card: Weapon
    Hand Size 5 □ 6 □ 7
    Proficient with: Light Armors, Weapons
    Powers:
    You may not play spells that have the Attack trait.
    When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
    You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (□ or your Strength, Dexterity, or Constitution non-combat check).

    Sovereign Court

    GenCon Open Champion

    Deeper into the Quarry, a Fire Hydra is rampaging around the stone pits, causing significant damage. Knowing I am ill-equipped to defeat the creature, I ride Jinfu over to the Stonework Passages instead. I nod to my ally, Damiel, and discover a discarded scroll radiating divine magic. Unable to use it, I discard it. Jinfu remains with Damiel, but guides me further into the stonework.
    Check to Acquire - Wisdom 6: 1d6 ⇒ 2. Failed. Recharge Jinfu to explore again.

    Beyond a bend in the passage, there are signs of a battle. A curved knife, favored by the locals, rests inside the wall. I pull the Kopis out, surprised to find it in servicable condition. It's too small for my tastes, so I tuck it into my pack in case any of my allies would like it.
    Check to Acquire - Dexterity 5: 1d6 ⇒ 5. Success!

    The adrenaline starts to fade, and my aches and cuts make themselves known. I was hoping for a fight, but failed to find one. I rest, studying the site of the battle, hoping for a clue as to how to proceed.

    Hayato wrote:

    Hand: Longsword, Heavy Wooden Shield, Riding Horse 2, Riding Horse 1,

    Displayed:
    Deck: 8 Discard: 7 Buried: 0
    Notes: No help here :(
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
    Melee: Strength + 2
    Dexterity d6 [ ] +1 [ ] +2
    Constitution d8 [ ] +1 [ ] +2 [ ] +3
    Fortitude: Constitution +2
    Intelligence d6 [ ] +1
    Wisdom d6 [ ] +1 [ ] +2 [ ] +3
    Survival: Wisdom +1
    Charisma d6 [ ] +1 [ ] +2
    Diplomacy: Charisma +1
    Favored Card: Weapon
    Hand Size 4
    Proficient with: Light Armors, Heavy Armors, Weapons
    Powers:
    On your first combat check of your turn, add 1d6 ([ ] 1d10).
    On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ] 1d10).


    During This Adventure: The scourge die is 1d4+1.
    When creating the blessing 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.

    Turn Order:
    Damiel/sirrogue
    Hayato/MidnightLich
    Radovan/Maelwy
    Tarlin/DanHamman
    Amhotep/CaptMDKirk

    Curses:

    Curse of Poisoning
    Spoiler:
    Scourge B
    Traits: Curse Poison
    While displayed, after you reset your hand, recharge a random card_


    Curse of Vulnerability
    Spoiler:
    Scourge B
    Traits: Curse
    While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you_ If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card_ You may only have 1 copy of this card displayed_


    Curse of Daybane
    Spoiler:
    Scourge B
    Traits: Curse Undead
    At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn_ You may only have 1 copy of this card displayed_


    Curse of the Ravenous
    Spoiler:
    Scourge 1
    Traits: Curse
    At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type: 1_ Blessings 2_ Allies 3_ Spells and weapons 4_ Items You may only have 1 copy of this card displayed_

    During This Scenario: At the end of your turn, if you did not attempt a combat check this turn, examine the top card of your location deck; if you attempted a combat check this turn, succeed at a Dexterity, Stealth, Charisma, or Diplomacy 6 check or your are dealt 1d4-1 Ranged Combat damage.
    Additional Rules:
    Turn: 18, Radovan/Maelwys

    Scourge Table:

    1-2. Curse of Poisoning
    3. Curse of Vulnerability
    4. Curse of Daybane
    5. Curse of the Ravenous
    6. Curse of Withering
    7. Curse of Fevered Dreams
    8. Curse of the Sphinx
    9. Curse of Blindness
    10. Curse of the Mummy

    Random Cards:

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

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

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

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

    Spoiler:
    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:
    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_

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

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

    Spoiler:
    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:
    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:
    Detect Undead
    Spell 1
    Traits:
    Magic
    Divine To Acquire:
    Wisdom
    Divine 5
    During your turn, discard this card to examine the top card of your location deck_ If it has the Undead trait, you may encounter it_
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 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_

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

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

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

    Items
    Spoiler:
    Anubis Staff
    Item 1
    Traits:
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis To Acquire:
    Arcane
    Divine 6
    For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
    Bury this card to evade your encounter against a monster that has the Undead trait_

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

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

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

    Spoiler:
    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_

    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:
    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_

    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 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:
    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_

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

    Blessings Remaining: 11

    Blessings Deck

    Blessings Deck Cards/Turn Order:
    Spoiler:
    Blessings Deck Card 1
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 2
    Blessing of the Elements
    Blessing B
    Traits:
    Basic To Acquire:
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma 6
    Discard this card to add 1 die to any check_
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
    Discard this card to explore your location_
    Spoiler:
    Blessings Deck Card 3
    Blessing of 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 4
    Blessing of Ra
    Blessing C
    Traits:
    Divine
    Ra
    Fire To Acquire:
    Divine 6
    OR Strength
    Melee 8
    Discard this card to add 1 die and the Fire trait to any check_
    Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
    Discard this card to explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 5
    Blessing of Nethys
    Blessing B
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 6
    Blessing of Wadjet
    Blessing 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 Thoth
    Blessing 1
    Traits:
    Divine
    Thoth
    Cold To Acquire:
    Divine 6
    OR Wisdom
    Knowledge 10
    Discard this card to add 1 die and the Cold trait to any check_
    Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
    Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 8
    Blessing of 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 Khepri
    Blessing P
    Traits:
    Divine
    Healing
    Khepri To Acquire:
    Craft 7
    OR Divine 5
    On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
    When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
    Discard this card to explore your location.
    After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
    Spoiler:
    Blessings Deck Card 10
    Blessing of Nethys
    Blessing C
    Traits:
    Divine
    Nethys To Acquire:
    Wisdom
    Perception 8
    OR Divine 5
    Discard this card to add 1 die to any check_
    Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
    After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
    Spoiler:
    Blessings Deck Card 11
    Liberty's Edge Favor
    Favor 1
    Traits:
    When you discard this card from the blessings deck, draw an ally from the box.~While this card is on top of the blessings discard pile, you may add 1d4 to checks against barriers and allies.

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

    Glass Pavilion
    Closed
    At This Location: At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: Amhotep/CaptMDKirk, None

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

    Stonework Passages Card 1 (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_

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

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

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

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

    Stonework Passages Card 6:
    Bonecrusher Master
    Villain B
    Type: Monster
    Traits:
    Gnoll
    Rogue
    To Defeat:
    Combat 11
    When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any_

    Stonework Passages Card 7:
    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_
    Brickworks
    Closed
    At This Location:
    M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
    Located/Displayed Here: None

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

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

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

    Quarry Card 2:
    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_

    Quarry Card 3:
    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_

    Quarry Card 4:
    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_

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

    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: None

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