[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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Deck Handler

Turn 10, under the Blessing of Horus.

Free Exploration - Hall #1: Vanth
BYA - Scourge Die: 1d10 ⇒ 1 - Curse of Poisoning
Reveal Vampiric Backsword +3 for combat. +1d4 single-weapon style. +1 Norge.
Check to Defeat - Combat 13: 1d8 + 1d6 + 3 + 1d6 + 1d4 + 1 ⇒ (7) + (2) + 3 + (3) + (4) + 1 = 20 - Defeated.
Defeated a monster, display Caravan Raider (AD0) with Quang.
Reload Backsword to recharge 1 card from discard.
Discards: 1d4 ⇒ 1 - Dreamstalker.

Discard Heister to explore - Hall #2: Twitch Tonic
Bury Skull Ripper from Quang for +1d6+3.
Check to Acquire - Craft 6: 1d4 + 1d6 + 3 ⇒ (4) + (4) + 3 = 11 - Acquired.

Discard Twitch Tonic to examine and then explore - Hall #3: Hand of Glory
Reveal Neferekhu for 2 Wisdom dice. Bury Caravan Raider from Quang for +1d6.
Check to Acquire - Wisdom 11: 3d6 + 1d6 ⇒ (1, 5, 1) + (3) = 10
Shirt reroll.
Check to Acquire - Wisdom 11: 1d6 + 5 + 1 + 3 ⇒ (6) + 5 + 1 + 3 = 15 - Acquired!
Display on Quang.
Don't Piss Off the Talking Skull - Diplomacy 8: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8 - We're good.

Discard Blessing of the Mantis God to explore - Hall #4: Stavros Nightcrescent.
BYA - Discard: 1d4 + 1 ⇒ (4) + 1 = 5 - Discard 5 cards from top of my deck. (Vampiric Backsword +3, Blessing of Abadar, Ring of Regeneration, Adamantine Sai +2, Red Leathers) ... ouch, those hurt
Undead Difficulty: 1d12 ⇒ 10 ... ouch, that'll hurt too.
Discard Bloodbound Hat to reveal Neferekhu for 2 Wisdom Dice.
Discard Neferekhu to bury Hand of Glory from Quang for +1d6+6.
Blessed by the Mantis God.
Check to Defeat - Wisdom 6+10=16/22: 4d6 + 1d6 + 6 ⇒ (2, 1, 4, 1) + (2) + 6 = 16 - Success, but Cursed!
Scourge Die: 1d10 ⇒ 5 - Curse of the Ravenous
Don't Piss Off the Talking Skull - Diplomacy 8: 1d8 + 4 ⇒ (5) + 4 = 9 - Phew, still on speaking terms.

Let Damiel do the Combat check...


Lucky Rifle + Crystalline Carnivore + Blessing of W&W for 1 die + Int to Dex combat check.

ETA: Just realized I have nothing alchemical left in my hand to fuel adding Int so I will play Restoration and hope I draw something: Blessing of Nethys and Liquid Persuasion. That'll do.

CtD 16 26 (32): 1d12 + 3 + 1d12 + 5 + 1d10 + 4 ⇒ (9) + 3 + (5) + 5 + (8) + 4 = 34 Success!


Deck Handler

Villain is defeated (and stays defeated, since he'd been fought before... so he just closes the location and runs away).
Defeated a monster, display Furies of the Drowned Desert (AD6) with Quang.
Closing location, draw Galvanic Kopis +2 from the box.
Draw 4 to reset my hand.

Radovan, Pitbound Bodyguard wrote:

Hand: Sword Cane (Core), Galvanic Kopis +2, Gravewatcher Chain Mail, Vizier, Blessing of the Midnight Lord, Blessing of Anubis (2),

Displayed: Xandhul Bloodsbane III, Plasma Ooze (AD5, Norge), Ammut (AD6, Norge), Royal Naga (AD4, Fell), Furies of the Drowned Desert (AD6, Quang),
Deck: 6 Discard: 12 Buried: 1
Hero Points: 3 // Radovan, Pitbound Bodyguard has the following curses displayed:
Curse of Poisoning:
While displayed, after you reset your hand, recharge a random card.
Curse of the Ravenous:
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.

NOTES:
Available Support: Local: Reduce all Ranged, Fire, and Poison damage by 1.
Local: Reduce all damage from a Summoned monster by 1.
Use Blessings sparingly

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Elyana, Quick-Change Mask, Isiem, Blessing of Anubis, Cartouche of Protection, Dreamstalker,
Discard Pile: Sand Elemental, Blessing of the Starsong, Blessing of Abadar (2), Heister, Blessing of the Mantis God, Vampiric Backsword +3, Blessing of Abadar, Ring of Regeneration, Adamantine Sai +2, Red Leathers, Bloodbound Hat, Neferekhu,
Buried Pile: Hand of Glory,

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Acrobatics: Dexterity +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☑ +2
Diplomacy: Charisma +2
Perception: Diplomacy

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ( or 2 devil forms) ( or 3 devil forms). Once per turn, when a local character suffers damage from a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (☐ 1d6); add another 1d4 (☐ 1d12) if you did not play a weapon.
When you suffer ( or a local character suffers) Fire, Poison, or Ranged Combat damage ( or damage from a summoned monster), reduce it by 1 (☐ 2) (☐ 3).
☐ When a local character would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
When a monster encountered by a local character is undefeated ( or when you defeat a monster) display a new monster next to a displayed devil form.


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.


Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


Norge:
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.



During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

During This Scenario: 4-6E: Revenant Court Revealed

The difficulty to defeat banes that have the Undead trait is increased by 1d12.

When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/or discarding them from his hand or deck .

The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location.

Additional Rules:

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_


Curse of Withering
Spoiler:
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice. You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Scourge 3
Traits: Curse, Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.


Curse of the Sphinx
Spoiler:
Scourge 4
Traits: Curse Sphinx
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.


Curse of Blindness
Spoiler:
Scourge 5
Traits: Curse
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
If you already have Curse of Blindness displayed, banish this card.

Curse of the Mummy
Spoiler:

Scourge 6
Traits: Curse Undead Mummy
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.

Villain:
Stavros Nightcrescent

Henchmen (Closing):
Queen Neferuset
Ain-Mekh
Nailah
Picasi
Handmaidens of Nailah

Displayed Boons (Each character may display one of these):

Varanthe the Paralyzer:
You may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

Mortevia Strassel:
You may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

Xandhul Bloodsbane III:
When you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.

Scenario Level (#): 6

Turn: 11, Tarlin/SirDan

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

Spoiler:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

Spoiler:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

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

Spoiler:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
Before you act, you are dealt 1d4 Poison damage.

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

Spoiler:
Blast Glyph
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.

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

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

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

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

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

Spoiler:
Shock Glaive +1
MM
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

Spoiler:
Venomous Heavy Crossbow +2
MM
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

Spells
Spoiler:
Speak with Dead
MM
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:
Lightning Bolt
MM
Spell 2
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 8
For your combat check, discard this card to use your Arcane skill + 3d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Ride the Lightning
MM
Spell 6
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 15
Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, you may move after the encounter. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 17 check to recharge it instead.

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

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

Armors
Spoiler:
Horn Lamellar
MM
Armor 6
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 10
OR Intelligence
Craft 11
Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.

Spoiler:
Elemental Brass Mail
MM
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
OR Intelligence
Arcane
Wisdom
Divine 14
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

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

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

Spoiler:
Steel Ibis Lamellar
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
Recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

Items
Spoiler:
Hand of the Guilty Man
MM
Item 2
Traits:
Accessory
Magic
Mummy
To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait. After playing this card, you may succeed at a Wisdom or Divine 8 check to recharge this card instead.

Spoiler:
Tears of Death
MM
Item 6
Traits:
Liquid
Poison
Alchemical
To Acquire:
Intelligence
Craft 13
If you played a weapon on your combat check, reveal this card to add 2d8 and the Acid, Cold, or Poison trait. After the check, succeed at a Disable or Craft 12 check or Tears of Death deals 1d4+1 Poison damage to you then bury your discard pile.

Spoiler:
Mumia
MM
Item 2
Traits:
Liquid
Alchemical
Mummy
To Acquire:
Intelligence
Craft 8
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.
Banish this card to banish a displayed card that has the Curse trait.

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

Spoiler:
Canteen
MM
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.

Allies
Spoiler:
Unwrapped Harmony
MM
Ally 2
Traits:
Trigger
Caligni
Oracle
To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it into the deck it came from.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location deck and put them back in any order, then explore your location.

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

Spoiler:
Clockwork Menial
MM
Ally 3
Traits:
Automaton
To Acquire:
Intelligence
Craft 9
Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon.
Discard this card to explore your location.

Spoiler:
Kafar
MM
Ally B
Traits:
Trigger
Human
Rogue
Aspis
To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.

Spoiler:
Meehr Zet
MM
Ally B
Traits:
Dwarf
Aristocrat
Hireling
To Acquire:
Charisma
Diplomacy 7
Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile.
Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks.

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

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

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

Spoiler:
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.

Current Hour:

Blessing of Pharasma:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.

Hours Remaining: 19

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Damiel/sirrogue:
Spoiler:
Hourglass Card 1 Damiel/sirrogue
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 2 Hayato/MidnightLich:
Spoiler:
Hourglass Card 2 Hayato/MidnightLich
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 3 Radovan/Maelwys:
Spoiler:
Hourglass Card 3 Radovan/Maelwys
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 4 Tarlin/SirDan:
Spoiler:
Hourglass Card 4 Tarlin/SirDan
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 5 Damiel/sirrogue:
Spoiler:
Hourglass Card 5 Damiel/sirrogue
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 6 Hayato/MidnightLich:
Spoiler:
Hourglass Card 6 Hayato/MidnightLich
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 7 Radovan/Maelwys:
Spoiler:
Hourglass Card 7 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 8 Tarlin/SirDan:
Spoiler:
Hourglass Card 8 Tarlin/SirDan
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any 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.
Hourglass Card 9 Damiel/sirrogue:
Spoiler:
Hourglass Card 9 Damiel/sirrogue
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any 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.
Hourglass Card 10 Hayato/MidnightLich:
Spoiler:
Hourglass Card 10 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 11 Radovan/Maelwys:
Spoiler:
Hourglass Card 11 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 12 Tarlin/SirDan:
Spoiler:
Hourglass Card 12 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 13 Damiel/sirrogue:
Spoiler:
Hourglass Card 13 Damiel/sirrogue
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 14 Hayato/MidnightLich:
Spoiler:
Hourglass Card 14 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 15 Radovan/Maelwys:
Spoiler:
Hourglass Card 15 Radovan/Maelwys
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
Hourglass Card 16 Tarlin/SirDan:
Spoiler:
Hourglass Card 16 Tarlin/SirDan
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 17 Damiel/sirrogue:
Spoiler:
Hourglass Card 17 Damiel/sirrogue
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Hourglass Card 18 Hayato/MidnightLich:
Spoiler:
Hourglass Card 18 Hayato/MidnightLich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 19 Radovan/Maelwys:
Spoiler:
Hourglass Card 19 Radovan/Maelwys
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Location #1: Chisisek's Tomb
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
When Closing: Summon and defeat the henchman Theletos.
When Permanently Closed: On closing, draw a random spell from the box.
M: 5 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

Chisisek's Tomb Card 1:
Foresight
MM
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
Display this card. While displayed, you may ignore any non-villain power that happens when you examine a card. At the end of your turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 16 check to recharge it instead.
Chisisek's Tomb Card 2:
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Chisisek's Tomb Card 3:
Earth Ossumental
MM
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
Chisisek's Tomb Card 4:
Caravan Raider
MM
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.
Chisisek's Tomb Card 5:
Hanshepsu
MM
Monster 5
Traits:
Construct
To Defeat:
Combat 20
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3.
3. The Hanshepsu is evaded.
4. Bury the top card of your deck.
Chisisek's Tomb Card 6:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Chisisek's Tomb Card 7:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Chisisek's Tomb Card 8:
Queen Neferuset
MM
Henchman 6
Type: Monster
Traits:
Undead
Mummy
Oracle
Cold
To Defeat:
Combat 27
OR Divine 20
Queen Neferuset is immune to the Fire, Mental, and Poison traits. All damage dealt by Queen Neferuset is Cold damage.
If undefeated, examine the top card of your deck; if it does not have the Divine trait, bury the top 1d4 cards of your deck.
If defeated, draw a random spell that has the Divine trait from the box.
After the encounter, bury all weapons and armors played during the encounter.
Chisisek's Tomb Card 9:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Chisisek's Tomb Card 10:
Pure Holy Water
MM
Item 5
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Craft
Divine 12
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
Chisisek's Tomb Card 11:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your 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, attempting a Strength 14 check instead of the listed check to defeat.
Chisisek's Tomb Card 12:
Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.

Location #2: Crypt
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Tarlin/SirDan, None

Sepulcher of the Servant Card 1:
Handmaiden of Nailah
MM
Henchman 6
Type: Monster
Traits:
Trigger
Undead
Incorporeal
To Defeat:
Combat 20
OR Divine 15
When you examine this card, encounter it and ignore its power that happens after you act.
The Handmaiden of Nailah is immune to the Mental and Poison traits.
After you act, if your check to defeat does not have the Acid or Magic trait, the Handmaiden of Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Sepulcher of the Servant Card 2:
Staff of the Hooded Cobra
MM
Weapon 6
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 14
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane.
Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0.
Sepulcher of the Servant Card 3:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Sepulcher of the Servant Card 4:
Stavros Nightcrescent
None
Villain 2
Type: Monster
Traits:
Aristocrat
Undead
Vampire
To Defeat:
Wisdom
Charisma 6
THEN Combat 16
Stavros Nightcrescent is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character must discard a card.
If undefeated, bury your discard pile.
Sepulcher of the Servant Card 5:
Horn Lamellar
MM
Armor 6
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 10
OR Intelligence
Craft 11
Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.
Sepulcher of the Servant Card 6:
Shaitan Ghul
MM
Monster 5
Traits:
Elemental
Undead
Janni
To Defeat:
Combat 20
The Shaitan Ghul is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, the difficulty is increased by 3.
Before you act, discard a weapon or an armor.
Sepulcher of the Servant Card 7:
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat has the Cold trait, add 1d8.
If defeated, choose a type of boon other than loot and draw a boon of that type from the box.
Sepulcher of the Servant Card 8:
The Evil Eye
MM
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Sepulcher of the Servant Card 9:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.

Location #4: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/sirrogue, Radovan/Maelwys, None

Location #5: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Forgery of Ra Card 1:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
Forgery of Ra Card 2:
Word of Ra
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.
Forgery of Ra Card 3:
Osirion Ancestor
MM
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 that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Forgery of Ra Card 4:
Shield Cloak
MM
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 play another armor.
Forgery of Ra Card 5:
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
Forgery of Ra Card 6:
Bone Lamellar
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
Forgery of Ra Card 7:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.
Forgery of Ra Card 8:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Forgery of Ra Card 9:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Forgery of Ra Card 10:
Handmaiden of Nailah
MM
Henchman 6
Type: Monster
Traits:
Trigger
Undead
Incorporeal
To Defeat:
Combat 20
OR Divine 15
When you examine this card, encounter it and ignore its power that happens after you act.
The Handmaiden of Nailah is immune to the Mental and Poison traits.
After you act, if your check to defeat does not have the Acid or Magic trait, the Handmaiden of Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Forgery of Ra Card 11:
Sard
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
Forgery of Ra Card 12:
Coffer Corpse
MM
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.

Location #6: Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Hall of Winged Chaos Card 1:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hall of Winged Chaos Card 2:
Anubis Staff
MM
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 a monster you encounter that has the Undead trait.
Hall of Winged Chaos Card 3:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hall of Winged Chaos Card 4:
Neb-at
MM
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.
Hall of Winged Chaos Card 5:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Hall of Winged Chaos Card 6:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
Hall of Winged Chaos Card 7:
Void Glyph
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Hall of Winged Chaos Card 8:
Elder Ice Elemental
MM
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.
Hall of Winged Chaos Card 9:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Hall of Winged Chaos Card 10:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Hall of Winged Chaos Card 11:
Ain-Mekh
MM
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 30
Ain-Mekh is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that may not be reduced, then Ain-Mekh is evaded.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of Winged Chaos Card 12:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.

Location #7: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Hayato/MidnightLich, Tar Pit is displayed.
Eternal Arena Card 1:
Elemental Skin
MM
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. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. 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 succeed at an Arcane or Divine 14 check to recharge it instead.
Eternal Arena Card 2:
Tar Tomb
MM
Barrier 5
Traits:
Obstacle
Magic
Acid
Fire
To Defeat:
Strength
Dexterity 14
OR Intelligence
Disable 13
If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.
Eternal Arena Card 3:
Nailah
MM
Henchman 6
Type: Monster
Traits:
Undead
Banshee
Incorporeal
Acid
To Defeat:
Combat 22
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 1d6 Acid damage.
If the check to defeat does not have the Acid or Electricity trait, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Eternal Arena Card 4:
Blessing of Bastet
MM
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.


GenCon Open Champion

Tarlin continues at the Sepulcher.

He finds Handmaiden of Nailah! Its an undead henchperson. Immune to Mental and Poison per location text. Recharge a card per Scenario text. Difficulty increased by 1d12 ⇒ 7.

Hm. Divine 15 isn't too bad with Blessing(s), but it wouldn't have the Magic trait and therefore would be undefeated. So Combat it is! Defiant Nodachi +3 or blast her to bits with the Life Lantern.

Weapon would be d10+6+d10+3+d6. 24ish.
Lantern would be d8+4+4d6. 22ish.

Will use the weapon and pitch it for the extra d10, also a blessing.

Check to Defeat Combat 20 + 7 = 27: 3d10 + 6 + 1d10 + 3 + 1d6 ⇒ (9, 1, 10) + 6 + (7) + 3 + (1) = 37. Beat it by more than 6, so no penalties.

Will bury Augry to close the location, so that's that.

Tarlin the Tired wrote:

Hand: Tripartite Spear +2, Blessing of the Dawnflower, Holy Feast, Life Lantern, Scrying,

Displayed: Freed Soul,
Deck: 8 Discard: 9 Buried: 1
Current Location: Sepulcher of the Servant
Hero Points: 2
NOTES:
Available Support: Healing available locally
Other: Blessings of Iomedae recharge, use away.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Iomedae 2
Recharged: Dwarven Earthbreaker +1, Blessing of Iomedae 3, Rhino Hide Armor, Greatclub +3, Blessing of Thoth, Blessing of the Inheritor, Blessing of Iomedae 1,
Discard Pile: Hatchetbird, Remove Curse, Jorgenfist Spear, Blessing of Anubis, Blessing of the Oathkeeper, Cartouche of Protection, Blessing of the Elements, Blessing of the Elements 2, Defiant Nodachi +3,
Buried Pile: Augury,

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
Divne: Wisdom +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☑ 6 ☑ 7
Proficiencies:
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 (☑ or recharge) an armor to return a weapon from your discard pile to your hand.
☑ You may recharge a weapon to recharge a random card from your discard pile.
☑ When you play Blessing of Iomedae, you may recharge it (☑ or shuffle it into your deck) instead of discarding it.

Character Sheet.

Upkeep:
Sepulcher of the Servant Card 1 defeated
Sepulcher of the Servant closed.


During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

During This Scenario: 4-6E: Revenant Court Revealed

The difficulty to defeat banes that have the Undead trait is increased by 1d12.

When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/or discarding them from his hand or deck .

The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location.

Additional Rules:

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_


Curse of Withering
Spoiler:
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice. You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Scourge 3
Traits: Curse, Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.


Curse of the Sphinx
Spoiler:
Scourge 4
Traits: Curse Sphinx
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.


Curse of Blindness
Spoiler:
Scourge 5
Traits: Curse
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
If you already have Curse of Blindness displayed, banish this card.

Curse of the Mummy
Spoiler:

Scourge 6
Traits: Curse Undead Mummy
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.

Villain:
Stavros Nightcrescent

Henchmen (Closing):
Queen Neferuset
Ain-Mekh
Nailah
Picasi
Handmaidens of Nailah

Displayed Boons (Each character may display one of these):

Varanthe the Paralyzer:
You may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

Mortevia Strassel:
You may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

Xandhul Bloodsbane III:
When you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.

Scenario Level (#): 6

Turn: 12, 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:
Elder Ifreeti
MM
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat has the Cold trait, add 1d8.
If defeated, choose a type of boon other than loot and draw a boon of that type from the box.

Spoiler:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
Before you act, you are dealt 1d4 Poison damage.

Spoiler:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.

Spoiler:
Vanth
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.

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

Barriers
Spoiler:
Eternal Captives
MM
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

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

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

Spoiler:
Fiendish Sphinx
MM
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.

Spoiler:
Telekinetic Enucleation
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Dexterity
Disable 16
When you examine this card, encounter it.
If undefeated, each character at your location suffers the scourge Curse of Blindness.

Weapons
Spoiler:
Iceblade Spelldagger
MM
Weapon 5
Traits:
Knife
Ranged
Piercing
Cold
Magic
To Acquire:
Dexterity
Ranged 12
OR Arcane
Divine 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.

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

Spoiler:
Venomous Heavy Crossbow +2
MM
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

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

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

Spoiler:
Knock
MM
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:
Acid Splash
MM
Spell B
Traits:
Magic
Arcane
Acid
Attack
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Jolting Portent
MM
Spell 5
Traits:
Magic
Divine
Attack
Electricity
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

Armors
Spoiler:
Elemental Brass Mail
MM
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
OR Intelligence
Arcane
Wisdom
Divine 14
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

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

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

Spoiler:
Steel Ibis Lamellar
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Electricity, or Fire damage dealt to you by 3.
Recharge this card to add 1d6 to your Dexterity or Constitution check.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

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

Items
Spoiler:
Evocation Staff
MM
Item 5
Traits:
Staff
Attack
Magic
Arcane
To Acquire:
Intelligence
Arcane 14
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.

Spoiler:
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Spoiler:
Spellbottle
MM
Item 3
Traits:
Object
Magic
Arcane
Divine
To Acquire:
Arcane
Divine 10
Display this card to put a spell faceup on this card. You may bury this card to draw the spell; when you do, you may succeed at a Craft 12 check to recharge this card instead of burying it.

Spoiler:
Carpet of Flying
MM
Item 6
Traits:
Object
Magic
To Acquire:
Intelligence
Craft
Charisma
Suvival 13
Recharge this card to evade a bane you encounter, then move all characters at your location to another location.
Display this card. While displayed, Electricity or Fire damage dealt to characters at your location is reduced by 2. Recharge this card at the end of the turn.

Spoiler:
Staff of Revelations
MM
Item 3
Traits:
Staff
Magic
Arcane
To Acquire:
Intelligence
Arcane 10
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it; otherwise, put the cards back in any order.
At the start of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

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

Spoiler:
Freed Soul
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.

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

Spoiler:
Druid of the Storm
MM
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

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

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

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

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

Spoiler:
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Current Hour:

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

Hours Remaining: 18

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/MidnightLich:
Spoiler:
Hourglass Card 1 Hayato/MidnightLich
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 2 Radovan/Maelwys:
Spoiler:
Hourglass Card 2 Radovan/Maelwys
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 3 Tarlin/SirDan:
Spoiler:
Hourglass Card 3 Tarlin/SirDan
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 4 Damiel/sirrogue:
Spoiler:
Hourglass Card 4 Damiel/sirrogue
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 5 Hayato/MidnightLich:
Spoiler:
Hourglass Card 5 Hayato/MidnightLich
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 6 Radovan/Maelwys:
Spoiler:
Hourglass Card 6 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 7 Tarlin/SirDan:
Spoiler:
Hourglass Card 7 Tarlin/SirDan
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any 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.
Hourglass Card 8 Damiel/sirrogue:
Spoiler:
Hourglass Card 8 Damiel/sirrogue
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any 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.
Hourglass Card 9 Hayato/MidnightLich:
Spoiler:
Hourglass Card 9 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 10 Radovan/Maelwys:
Spoiler:
Hourglass Card 10 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 11 Tarlin/SirDan:
Spoiler:
Hourglass Card 11 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 12 Damiel/sirrogue:
Spoiler:
Hourglass Card 12 Damiel/sirrogue
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 13 Hayato/MidnightLich:
Spoiler:
Hourglass Card 13 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 14 Radovan/Maelwys:
Spoiler:
Hourglass Card 14 Radovan/Maelwys
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
Hourglass Card 15 Tarlin/SirDan:
Spoiler:
Hourglass Card 15 Tarlin/SirDan
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 16 Damiel/sirrogue:
Spoiler:
Hourglass Card 16 Damiel/sirrogue
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Hourglass Card 17 Hayato/MidnightLich:
Spoiler:
Hourglass Card 17 Hayato/MidnightLich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 18 Radovan/Maelwys:
Spoiler:
Hourglass Card 18 Radovan/Maelwys
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Location #1: Chisisek's Tomb
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
When Closing: Summon and defeat the henchman Theletos.
When Permanently Closed: On closing, draw a random spell from the box.
M: 5 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: None

Chisisek's Tomb Card 1:
Foresight
MM
Spell 6
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
Display this card. While displayed, you may ignore any non-villain power that happens when you examine a card. At the end of your turn, if you do not have either the Arcane or Divine skills, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 16 check to recharge it instead.
Chisisek's Tomb Card 2:
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Chisisek's Tomb Card 3:
Earth Ossumental
MM
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
Chisisek's Tomb Card 4:
Caravan Raider
MM
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.
Chisisek's Tomb Card 5:
Hanshepsu
MM
Monster 5
Traits:
Construct
To Defeat:
Combat 20
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3.
3. The Hanshepsu is evaded.
4. Bury the top card of your deck.
Chisisek's Tomb Card 6:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Chisisek's Tomb Card 7:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Chisisek's Tomb Card 8:
Queen Neferuset
MM
Henchman 6
Type: Monster
Traits:
Undead
Mummy
Oracle
Cold
To Defeat:
Combat 27
OR Divine 20
Queen Neferuset is immune to the Fire, Mental, and Poison traits. All damage dealt by Queen Neferuset is Cold damage.
If undefeated, examine the top card of your deck; if it does not have the Divine trait, bury the top 1d4 cards of your deck.
If defeated, draw a random spell that has the Divine trait from the box.
After the encounter, bury all weapons and armors played during the encounter.
Chisisek's Tomb Card 9:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Chisisek's Tomb Card 10:
Pure Holy Water
MM
Item 5
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Craft
Divine 12
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
Chisisek's Tomb Card 11:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your 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, attempting a Strength 14 check instead of the listed check to defeat.
Chisisek's Tomb Card 12:
Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.

Location #2: Crypt
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Tarlin/SirDan, None

Sepulcher of the Servant Card 1 (Stavros Nightcrescent):
Stavros Nightcrescent
None
Villain 2
Type: Monster
Traits:
Aristocrat
Undead
Vampire
To Defeat:
Wisdom
Charisma 6
THEN Combat 16
Stavros Nightcrescent is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character must discard a card.
If undefeated, bury your discard pile.

Location #4: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/sirrogue, Radovan/Maelwys, None

Location #5: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Forgery of Ra Card 1:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
Forgery of Ra Card 2:
Word of Ra
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.
Forgery of Ra Card 3:
Osirion Ancestor
MM
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 that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Forgery of Ra Card 4:
Shield Cloak
MM
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 play another armor.
Forgery of Ra Card 5:
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
Forgery of Ra Card 6:
Bone Lamellar
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
Forgery of Ra Card 7:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.
Forgery of Ra Card 8:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Forgery of Ra Card 9:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Forgery of Ra Card 10:
Handmaiden of Nailah
MM
Henchman 6
Type: Monster
Traits:
Trigger
Undead
Incorporeal
To Defeat:
Combat 20
OR Divine 15
When you examine this card, encounter it and ignore its power that happens after you act.
The Handmaiden of Nailah is immune to the Mental and Poison traits.
After you act, if your check to defeat does not have the Acid or Magic trait, the Handmaiden of Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Forgery of Ra Card 11:
Sard
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
Forgery of Ra Card 12:
Coffer Corpse
MM
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.

Location #6: Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 2
Located/Displayed Here: None
Hall of Winged Chaos Card 1:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hall of Winged Chaos Card 2:
Anubis Staff
MM
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 a monster you encounter that has the Undead trait.
Hall of Winged Chaos Card 3:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hall of Winged Chaos Card 4:
Neb-at
MM
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.
Hall of Winged Chaos Card 5:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Hall of Winged Chaos Card 6:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
Hall of Winged Chaos Card 7:
Void Glyph
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Hall of Winged Chaos Card 8:
Elder Ice Elemental
MM
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.
Hall of Winged Chaos Card 9:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Hall of Winged Chaos Card 10:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Hall of Winged Chaos Card 11:
Ain-Mekh
MM
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 30
Ain-Mekh is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that may not be reduced, then Ain-Mekh is evaded.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of Winged Chaos Card 12:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.

Location #7: Eternal Arena
At This Location: When you move during your move step you are dealt 1d6 Combat damage.
When Closing: Summon and defeat a monster from the box.
When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
M: 0 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Hayato/MidnightLich, Tar Pit is displayed.
Eternal Arena Card 1:
Elemental Skin
MM
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. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. 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 succeed at an Arcane or Divine 14 check to recharge it instead.
Eternal Arena Card 2:
Tar Tomb
MM
Barrier 5
Traits:
Obstacle
Magic
Acid
Fire
To Defeat:
Strength
Dexterity 14
OR Intelligence
Disable 13
If undefeated, you are dealt 1d6 Acid damage; display this card next to your location. While displayed, if you start your turn at this location, attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.
Eternal Arena Card 3:
Nailah
MM
Henchman 6
Type: Monster
Traits:
Undead
Banshee
Incorporeal
Acid
To Defeat:
Combat 22
Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or be dealt 1d6 Acid damage.
If the check to defeat does not have the Acid or Electricity trait, Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Eternal Arena Card 4:
Blessing of Bastet
MM
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.


Turn 12, under Blessing of Anubis...

Hearing the sounds of battle rage on in the distance, Damiel remembers what he was going to do last turn and sends good wishes in the form of Blessing of Wind and Waves to Hayato at the Eternal Arena to support his final battle.

Done at the Croc Hall, Damiel heads off to the untouched Hall of Winged Chaos. Why not? It just sounds like fun!! The [ooc]Card 1: Blessing of the Lady of Graves he finds almost immediately seems to back that up!

Blessing of the Lady of Graves CtA Skill 10: 2d4 ⇒ (2, 1) = 3 Failure!

Hmm, this is some next level religious mojo, and Damiel is not the appropriate laser level to handle its Pharasmastic powers. Oh well.

Invoking the power of Blessing of Nethys[/b], Damiel peers ahead and notes...

Card 2: Anubis Staff
Card 3: Blessing of Thoth

Damiel is not jazzed about either of these options, but will kick the Staff aside right now auto-fail in hopes of maybe someone can get the blessing to explore later.

Damiel, Mindchemist wrote:

Hand: Cloud Puff, Lucky Rifle +2, Blessing of Maat, Twitch Tonic (core), Blessing of the Everbloom, Corrosion, Flask Thrower, Flame Cannon,

Displayed: Aspect of the Bull, Blessing of Wind and Waves,
Deck: 10 Discard: 5 Buried: 0
Hero Points: 9
NOTES:
Available Support: Lucky Rifle: 1d4+2 to Combat AFTER you roll
Maat: +/-3 OR all dice become d8s
Corrosion: 1 die vs barrier or undead or construct
Cloud Puff: negate local before/after you act
Everbloom: 2 dice to n/c Dex or Wis
Flame Cannon: 2d8 & Fire to any Combat check anywhere
Flask Thrower: 2d6 (and traits) to distant combat
Movement: Box reroll for 4-6E AVAILABLE.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Dexterity +2 (5)
Acrobatics: Dexterity +3 (6)
Stealth: Dexterity +3 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Intelligence +3 (7)
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d4 ☐ +1

Favored Card: X
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
X
POWERS:
You may not play spells that have the Attack trait.
[X] When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).
[X] You may bury ([X] or discard) a card that has the Alchemical trait to add your Dexterity skill to your Intelligence ([X] or Wisdom or Charisma) check.

UPKEEP:
Hall of Winged Chaos Card 1 BANISHED.
Hall of Winged Chaos Card 2 BANISHED.
Hall of Winged Chaos Card 3 KNOWN.


Party | Samurai - Tier 1.3

Card damage on Radovan's turn - 1d4 + 1 ⇒ (3) + 1 = 4. Discard cards from top of deck.

Turn 13 under the Blessing of Maat...
(It's not Basic, so I don't lose my free explore.)

Well, I'm still stuck in a flaming Tar pit, so that's fun. I try to struggle free, calling on the Blessing of the Inheritor to aid me. Check to Defeat - Strength 14: 2d10 + 4 ⇒ (9, 6) + 4 = 19. (Strength die + Blessing + Strength skill). Success! I pull myself out of the tar and back onto solid sand, gasping as my burns - both fire and acid - ache.

I think I'm done here at the Eternal Arena, so after I pull myself together, I jump atop Jinfu and ride over to Chisisek's Tomb. Immediately, I find what looks to be a rare and valuable scroll of Foresight; but, having no hope to acquire it, I leave it be.

However, given that most of my weapons are damaged and none are at hand, and I am quite badly wounded, I decide to rest instead of pressing forward.

Hayato wrote:

Hand: Jinfu, Sun Falcon Pectoral, Pegasus, Grappler's Mask, Pharaoh's Key,

Displayed: Curse of Daybane, Four-Mirror Armor,
Deck: 9 Discard: 10 Buried: 1
Notes: 0 HP. BOX RE-ROLL: AVAILABLE.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [X] +2 [X] +3 [X] +4
Melee: Strength + 2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [X] +1 [X] +2
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size 4 [X] 5 [ ] 6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
On your first combat check of your turn, add 1d6 ([X] 1d10). ([X] If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your ([X] or a character at your location's) non-combat check against a ([ ] weapon or) monster, you may recharge a card to add 1d6 ([X] 1d10).
[X] When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile ([X] or recharge the card you played and put a random card from your discard pile on top of your deck.)
[ ] When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
[ ] When you are the only character at your location, add 1 ([ ] 2) to your checks.

Upkeep: Tar Tomb at Eternal Arena is banished.
Hayato moves over to Chisisek's Tomb.
Chisisek's Tomb card #1 is banished (failed to acquire).


Deck Handler

Turn 14, under the Blessing of Maat
Move to Eternal Arena.

Free Exploration - Arena #1: Elemental Skin
Check to Acquire - Wisdom 12: 1d6 ⇒ 2 - Failed.

Discard Vizier to Examine and then explore - Arena #2: Nailah
TRIGGER - Recharge Sword Cane and encounter.
Undead Difficulty: 1d12 ⇒ 9
Bury Furies of the Drowned Desert from Quang for +1d6+6.
BYA - Fortitude 8: 1d8 + 3 + 1d6 + 6 ⇒ (7) + 3 + (3) + 6 = 19 - Success.
Reveal Galvanic Kopis for combat. +1d4 single-weapon. +1 Norge. Banish Ammut from Norge for +1d8+6. Discard Blessing of Anubis to bless twice and ignore immunities. +2 Fell. Banish Royal Naga from Fell for +2d6+4
Check to Defeat - Combat 22+9=31/37: 3d8 + 4 + 1d4 + 2 + 1d4 + 1 + 1d8 + 6 + 2 + 2d6 + 4 ⇒ (1, 6, 8) + 4 + (4) + 2 + (1) + 1 + (2) + 6 + 2 + (2, 2) + 4 = 45 - Defeated. Weapon had Electricity, so she stays defeated.
Defeated a monster, display Elder Ifreeti (AD4) with Quang.

Defeated a henchman, attempt to close by summoning a random monster - Girtablilu Ranger
Encounter Poison bane, display Geniekin (AD0) with Fell.
BYA - Poison Damage: 1d4 ⇒ 4 - Reduced to 0 by Fell.
Took damage, display Vanth (AD2) with Norge.
Reveal Galvanic Kopis for combat. +1d4 single-weapon. +1 Norge. +2 Fell. Xandhul standing by.
Check to Defeat - Combat 17: 1d8 + 4 + 1d4 + 2 + 1 + 2 ⇒ (7) + 4 + (3) + 2 + 1 + 2 = 19 - Defeated.
Defeated a monster display Guecubu (AD3) with Quang.
Check to make sure no villain here (last card is a blessing).
Location is closed, recharge: 1d4 - 1 ⇒ (4) - 1 = 3 random cards from discard.
Random Cards: 3d14 ⇒ (1, 6, 12) = 19 - Sand Elemental, Vampiric Backsword +3, Neferekhu.

End of turn.
Ravenous: 1d4 ⇒ 4 - Bury items from discard.
Draw 3 to reset my hand, then Poison recharge: 1d6 ⇒ 1 - Galvanic Kopis.

Radovan, Pitbound Bodyguard wrote:

Hand: Gravewatcher Chain Mail, Quick-Change Mask, Elyana, Isiem, Blessing of the Midnight Lord,

Displayed: Xandhul Bloodsbane III, Plasma Ooze (AD5, Norge), Elder Ifreeti (AD4, Quang), Geniekin (AD0, Fell), Vanth (AD2, Norge), Guecubu (AD3, Quang),
Deck: 8 Discard: 9 Buried: 3
Hero Points: 3 // Radovan, Pitbound Bodyguard has the following curses displayed:
Curse of Poisoning:
While displayed, after you reset your hand, recharge a random card.
Curse of the Ravenous:
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.

NOTES:
Available Support: Local: Reduce all Ranged, Fire, and Poison damage by 1.
Local: Reduce all damage from a Summoned monster by 1.
Use Blessings sparingly

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Blessing of Anubis, Cartouche of Protection, Dreamstalker, Sword Cane (Core), Sand Elemental, Vampiric Backsword +3, Neferekhu, Galvanic Kopis +2,
Discard Pile: Blessing of the Starsong, Blessing of Abadar (2), Heister, Blessing of the Mantis God, Blessing of Abadar, Adamantine Sai +2, Red Leathers, Vizier, Blessing of Anubis (2),
Buried Pile: Hand of Glory, Bloodbound Hat, Ring of Regeneration,

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Acrobatics: Dexterity +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☑ +2
Diplomacy: Charisma +2
Perception: Diplomacy

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ( or 2 devil forms) ( or 3 devil forms). Once per turn, when a local character suffers damage from a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (☐ 1d6); add another 1d4 (☐ 1d12) if you did not play a weapon.
When you suffer ( or a local character suffers) Fire, Poison, or Ranged Combat damage ( or damage from a summoned monster), reduce it by 1 (☐ 2) (☐ 3).
☐ When a local character would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
When a monster encountered by a local character is undefeated ( or when you defeat a monster) display a new monster next to a displayed devil form.


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.


Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


Norge:
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.



During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

During This Scenario: 4-6E: Revenant Court Revealed

The difficulty to defeat banes that have the Undead trait is increased by 1d12.

When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/or discarding them from his hand or deck .

The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location.

Additional Rules:

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_


Curse of Withering
Spoiler:
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice. You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Scourge 3
Traits: Curse, Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.


Curse of the Sphinx
Spoiler:
Scourge 4
Traits: Curse Sphinx
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.


Curse of Blindness
Spoiler:
Scourge 5
Traits: Curse
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
If you already have Curse of Blindness displayed, banish this card.

Curse of the Mummy
Spoiler:

Scourge 6
Traits: Curse Undead Mummy
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.

Villain:
Stavros Nightcrescent

Henchmen (Closing):
Queen Neferuset
Ain-Mekh
Nailah
Picasi
Handmaidens of Nailah

Displayed Boons (Each character may display one of these):

Varanthe the Paralyzer:
You may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

Mortevia Strassel:
You may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

Xandhul Bloodsbane III:
When you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.

Scenario Level (#): 6

Turn: 15, Tarlin/SirDan

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:
Mummified Sphinx
MM
Monster 3
Traits:
Undead
Sphinx
Mummy
To Defeat:
Combat 17
The Mummified Sphinx is immune to the Mental and Poison traits.
Before you act, recharge your hand, reset your hand, and bury a card.
If the check to defeat has the Fire trait, add 1d8.

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

Spoiler:
Giant Mummified Crocodile
MM
Monster 5
Traits:
Undead
Mummy
To Defeat:
Combat 21
The Giant Mummified Crocodile is immune to the Mental and Poison traits.
If the check to defeat has the Cold or Electricity trait, add 1d8.
If undefeated, bury your discard pile and shuffle this card into a random open location deck.

Spoiler:
Hollow Serpent
MM
Monster 6
Traits:
Undead
To Defeat:
Combat 16
OR Stealth 12
The Hollow Serpent is immune to the Mental and Poison traits.
Before you act, discard a random card. If it is an ally, the difficulty to defeat is increased by 3.
While you act, other characters may not play cards. You may play no more than 1 card on the check to defeat. If the check to defeat has the Cold trait, add 1d8.

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

Barriers
Spoiler:
Fiendish Sphinx
MM
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.

Spoiler:
Polymorph Gas
MM
Barrier 6
Traits:
Curse
Trap
Magic
Poison
To Defeat:
Constitution
Fortitude
Intelligence
Perception 14
If undefeated, recharge your hand, then suffer the scourge Curse of the Mummy.

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

Spoiler:
Lightning Storm
MM
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:
Thousand Suns
MM
Barrier 6
Traits:
Trap
Obstacle
Magic
To Defeat:
Intelligence
Perception
Arcane
Disable 18
If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

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

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

Spoiler:
Striking Wing Scimitar
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; 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.
Recharge this card to move. You may not use this power during an encounter.

Spoiler:
Iceblade Spelldagger
MM
Weapon 5
Traits:
Knife
Ranged
Piercing
Cold
Magic
To Acquire:
Dexterity
Ranged 12
OR Arcane
Divine 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.

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

Spells
Spoiler:
Elemental Skin
MM
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. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. 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 succeed at an Arcane or Divine 14 check to recharge it instead.

Spoiler:
Speak with Dead
MM
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:
Elemental Mastery
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard this card to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check by a character at your location to acquire an ally that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Vision
MM
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceArcaneWisdomDivine 13
Discard this card to examine any location deck. If you find a villain, it escapes 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.

Spoiler:
Icy Prison
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Cold
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

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

Spoiler:
Elemental Brass Mail
MM
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
OR Intelligence
Arcane
Wisdom
Divine 14
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

Spoiler:
Khamsin Coat
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

Spoiler:
Canopic Jar
MM
Item 6
Traits:
Object
Magic
Undead
Mummy
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Recharge this card to draw a card that has the Undead trait from your discard pile.
Banish this card to add 3d12 to your check against a monster that has the Undead trait.

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

Spoiler:
Healer's Kit
MM
Item B
Traits:
Tool
Healing
To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck.

Spoiler:
Canteen
MM
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.

Allies
Spoiler:
Idorii
MM
Ally 1
Traits:
Half-Elf
Fighter
To Acquire:
Melee
Charisma
Diplomacy 9
If you fail to acquire this card, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check by a character at your location.
Discard this card to explore your location. During this exploration, add 2d4 to all combat checks.

Spoiler:
Qasin
MM
Ally 2
Traits:
Outsider
Psychopomp
To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

Spoiler:
Cleric of Nethys
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.

Spoiler:
Khelru
MM
Ally 1
Traits:
Human
Cleric
To Acquire:
Knowledge
Divine
Charisma
Diplomacy 9
If you fail to acquire this card, discard the top card of the blessings deck.
Reveal this card to 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 deck, then you may then explore your location.

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

Blessings
Spoiler:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

Spoiler:
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Spoiler:
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Current Hour:

Blessing of Ptah:
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.

Hours Remaining: 15

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Damiel/sirrogue:
Spoiler:
Hourglass Card 1 Damiel/sirrogue
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 2 Hayato/MidnightLich:
Spoiler:
Hourglass Card 2 Hayato/MidnightLich
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 3 Radovan/Maelwys:
Spoiler:
Hourglass Card 3 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 4 Tarlin/SirDan:
Spoiler:
Hourglass Card 4 Tarlin/SirDan
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any 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.
Hourglass Card 5 Damiel/sirrogue:
Spoiler:
Hourglass Card 5 Damiel/sirrogue
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any 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.
Hourglass Card 6 Hayato/MidnightLich:
Spoiler:
Hourglass Card 6 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 7 Radovan/Maelwys:
Spoiler:
Hourglass Card 7 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 8 Tarlin/SirDan:
Spoiler:
Hourglass Card 8 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 9 Damiel/sirrogue:
Spoiler:
Hourglass Card 9 Damiel/sirrogue
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 10 Hayato/MidnightLich:
Spoiler:
Hourglass Card 10 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 11 Radovan/Maelwys:
Spoiler:
Hourglass Card 11 Radovan/Maelwys
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
Hourglass Card 12 Tarlin/SirDan:
Spoiler:
Hourglass Card 12 Tarlin/SirDan
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 13 Damiel/sirrogue:
Spoiler:
Hourglass Card 13 Damiel/sirrogue
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Hourglass Card 14 Hayato/MidnightLich:
Spoiler:
Hourglass Card 14 Hayato/MidnightLich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 15 Radovan/Maelwys:
Spoiler:
Hourglass Card 15 Radovan/Maelwys
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Location #1: Chisisek's Tomb
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
When Closing: Summon and defeat the henchman Theletos.
When Permanently Closed: On closing, draw a random spell from the box.
M: 5 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Hayato/MidnightLich, None

Chisisek's Tomb Card 1:
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Chisisek's Tomb Card 2:
Earth Ossumental
MM
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
Chisisek's Tomb Card 3:
Caravan Raider
MM
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.
Chisisek's Tomb Card 4:
Hanshepsu
MM
Monster 5
Traits:
Construct
To Defeat:
Combat 20
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3.
3. The Hanshepsu is evaded.
4. Bury the top card of your deck.
Chisisek's Tomb Card 5:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Chisisek's Tomb Card 6:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Chisisek's Tomb Card 7:
Queen Neferuset
MM
Henchman 6
Type: Monster
Traits:
Undead
Mummy
Oracle
Cold
To Defeat:
Combat 27
OR Divine 20
Queen Neferuset is immune to the Fire, Mental, and Poison traits. All damage dealt by Queen Neferuset is Cold damage.
If undefeated, examine the top card of your deck; if it does not have the Divine trait, bury the top 1d4 cards of your deck.
If defeated, draw a random spell that has the Divine trait from the box.
After the encounter, bury all weapons and armors played during the encounter.
Chisisek's Tomb Card 8:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Chisisek's Tomb Card 9:
Pure Holy Water
MM
Item 5
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Craft
Divine 12
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
Chisisek's Tomb Card 10:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your 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, attempting a Strength 14 check instead of the listed check to defeat.
Chisisek's Tomb Card 11:
Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.

Location #2: Crypt
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Tarlin/SirDan, None

Sepulcher of the Servant Card 1 (Stavros Nightcrescent):
Stavros Nightcrescent
None
Villain 2
Type: Monster
Traits:
Aristocrat
Undead
Vampire
To Defeat:
Wisdom
Charisma 6
THEN Combat 16
Stavros Nightcrescent is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character must discard a card.
If undefeated, bury your discard pile.

Location #4: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Forgery of Ra Card 1:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
Forgery of Ra Card 2:
Word of Ra
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.
Forgery of Ra Card 3:
Osirion Ancestor
MM
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 that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Forgery of Ra Card 4:
Shield Cloak
MM
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 play another armor.
Forgery of Ra Card 5:
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
Forgery of Ra Card 6:
Bone Lamellar
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
Forgery of Ra Card 7:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.
Forgery of Ra Card 8:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Forgery of Ra Card 9:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Forgery of Ra Card 10:
Handmaiden of Nailah
MM
Henchman 6
Type: Monster
Traits:
Trigger
Undead
Incorporeal
To Defeat:
Combat 20
OR Divine 15
When you examine this card, encounter it and ignore its power that happens after you act.
The Handmaiden of Nailah is immune to the Mental and Poison traits.
After you act, if your check to defeat does not have the Acid or Magic trait, the Handmaiden of Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Forgery of Ra Card 11:
Sard
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
Forgery of Ra Card 12:
Coffer Corpse
MM
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.

Location #6: Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 3 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Damiel/sirrogue, None
Hall of Winged Chaos Card 1 (Blessing of Thoth):
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Hall of Winged Chaos Card 2:
Neb-at
MM
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.
Hall of Winged Chaos Card 3:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Hall of Winged Chaos Card 4:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
Hall of Winged Chaos Card 5:
Void Glyph
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Hall of Winged Chaos Card 6:
Elder Ice Elemental
MM
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.
Hall of Winged Chaos Card 7:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Hall of Winged Chaos Card 8:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Hall of Winged Chaos Card 9:
Ain-Mekh
MM
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 30
Ain-Mekh is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that may not be reduced, then Ain-Mekh is evaded.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of Winged Chaos Card 10:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.

Location #7: Eternal Arena
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/Maelwys,


GenCon Open Champion

Tarlin hauls off to Hall of Winged Chaos. Something about a blessing.

Damiel nods, Tarlin follows.

Check to Acquire Divine 6: 1d8 + 4 ⇒ (4) + 4 = 8. Success. Tarlin uses it to explore again.

Collecting the blessing has angered someone, and there's a Curse of the Netheshuun to deal with. Ick. Undead, so Tarlin recharges a card first. Also, difficulty increased by 1d12 ⇒ 3. Tarlin looks around for help. Damiel's Corrosion looks promising. Will also take a blessing and use own Blessing of the Dawnflower.

Check to Defeat Divine 16 + 3 = 19: 3d8 + 4 ⇒ (1, 8, 6) + 4 = 19. That's good enough, but will suffer a scourge.

Scourge: 1d10 ⇒ 10. Curse of the Mummy. That doesn't sound pleasant.

Curse of the Mummy:
While displayed, when you are dealt damage and would discard cards, bury 1 of those cards instead of discarding it.

If you already have Curse of the Mummy displayed, banish this card.

Okay, so not THAT bad. Freed Soul is lost though.

End of turn, will do some healing. Holy Feast: Damiel and Tarlin munch on some food and heal 3 each.

Tarlin the Tired wrote:

Hand: Tripartite Spear +2, Scrying, Blessing of the Inheritor, Rhino Hide Armor, Cartouche of Protection, Blessing of Iomedae 1, Blessing of the Oathkeeper,

Displayed: Curse of the Mummy
Deck: 7 Discard: 10 Buried: 1
Current Location: Sepulcher of the Servant
Hero Points: 2
NOTES:
Available Support: Healing available locally
Other: Blessings of Iomedae recharge, use away.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Dwarven Earthbreaker +1, Blessing of Iomedae 3, Blessing of Thoth_2, Life Lantern, Freed Soul, Blessing of Iomedae 2, Greatclub +3
Recharged:
Discard Pile: Hatchetbird, Remove Curse, Jorgenfist Spear, Blessing of Anubis, Blessing of the Elements, Blessing of the Elements 2, Defiant Nodachi +3, Blessing of Thoth, Holy Feast, Blessing of the Dawnflower,
Buried Pile: Augury,

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
Divne: Wisdom +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☑ 6 ☑ 7
Proficiencies:
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 (☑ or recharge) an armor to return a weapon from your discard pile to your hand.
☑ You may recharge a weapon to recharge a random card from your discard pile.
☑ When you play Blessing of Iomedae, you may recharge it (☑ or shuffle it into your deck) instead of discarding it.

Character Sheet.

Upkeep:
Hall of Winged Chaos Card 1 Acquired
Hall of Winged Chaos Card 2 Banished
Damiel uses a Blessing
Damiel uses Corrosion
Damiel heals three cards.


OFFTURN:
Assisting Tarlin, recharge Corrosion and discard Blessing of the Everbloom. Then Tarlin heals Damiel for 3.

Damiel, Mindchemist is healed for 3: (Blessing of the Starsong, Liquid Persuasion, Blessing of the Everbloom). Deck shuffled.

Now, Turn 16, under Blessing of the Elements...

Backing up Tarlin at the Hall of Winged Chaos, Damiel encounters the smuggler [ooc]Card 2: Neb-at and fumblingly tries to enlist his aid.

Neb-at CtA Cha 6: 2d4 ⇒ (3, 2) = 5 Failure!

Even his bullish enthusiasm is not enough to sway the smuggler, and Damiel lets him walk away. Drowning his sorrows in Twitch Tonic, the alchemist moves along to encounter Card 3: Baited Jewel Box (moved to Forgery of Ra, per chat) Card 4: Curse of the Netheshuun. Welp. Looks like cursing this location was really meant to be!

Scenario Undead difficulty increase: 1d12 ⇒ 9

Ouch! Discard alchemical card (Cloud Puff) to add Int to Dex check, use Tarlin's Blessing of Iomedae, which recharges.

Curse of the Netheshuun CtD Disable 17 + 9 = 26 (32): 2d12 + 6 + 1d10 + 4 ⇒ (7, 7) + 6 + (4) + 4 = 28 Success, even with increased difficulty, but that puts it out of range of not getting cursed.

Scourge die: 1d10 ⇒ 3 Curse of Vulnerability

Damiel opts to quite while he's "ahead" and take a rest.

At the start of Hayato's turn, Damiel overs Tarlin some Angelstep munchies and readies his Blessed Bullet (displayed).

Angelstep heal: 1d4 + 1 ⇒ (4) + 1 = 5

HAND

UPKEEP:
Hall of Winged Chaos Card 2 BANISHED.
Hall of Winged Chaos Card 3 moved to Forge of Ra.
Hall of Winged Chaos Card 4 BANISHED.
Tarlin recharges Blessing of Iomedae.
Tarlin heals 5.


During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

During This Scenario: 4-6E: Revenant Court Revealed

The difficulty to defeat banes that have the Undead trait is increased by 1d12.

When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/or discarding them from his hand or deck .

The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location.

Additional Rules:

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_


Curse of Withering
Spoiler:
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice. You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Scourge 3
Traits: Curse, Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.


Curse of the Sphinx
Spoiler:
Scourge 4
Traits: Curse Sphinx
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.


Curse of Blindness
Spoiler:
Scourge 5
Traits: Curse
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
If you already have Curse of Blindness displayed, banish this card.

Curse of the Mummy
Spoiler:

Scourge 6
Traits: Curse Undead Mummy
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.

Villain:
Stavros Nightcrescent

Henchmen (Closing):
Queen Neferuset
Ain-Mekh
Nailah
Picasi
Handmaidens of Nailah

Displayed Boons (Each character may display one of these):

Varanthe the Paralyzer:
You may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

Mortevia Strassel:
You may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

Xandhul Bloodsbane III:
When you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.

Scenario Level (#): 6

Turn: 17, 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

Random Cards:

Monsters
Spoiler:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.

Spoiler:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

Spoiler:
Caravan Raider
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Stealth 7
OR Combat 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

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

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

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

Spoiler:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

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

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

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

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

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

Spoiler:
Staff of the Hooded Cobra
MM
Weapon 6
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 14
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane.
Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0.

Spoiler:
Sling Staff +2
MM
Weapon 6
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Magic
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.
If proficient with weapons, discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to any combat check.

Spoiler:
Glacial Hunga Munga
MM
Weapon 6
Traits:
Axe
Ranged
Piercing
Cold
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength skill + 1d6 +2. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add your Strength or Melee skill.

Spells
Spoiler:
Disable Mechanism
MM
Spell 2
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a bane you encounter that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to any Disable check.
Discard this card to add 2d8 to any 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.

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

Spoiler:
Elemental Skin
MM
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. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. 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 succeed at an Arcane or Divine 14 check to recharge it instead.

Spoiler:
Acid Splash
MM
Spell B
Traits:
Magic
Arcane
Acid
Attack
To Acquire:
Intelligence
Arcane 4
For your combat or Disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spoiler:
Acute Senses
MM
Spell B
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After that character explores, he may examine the top card of his location deck. At the end of your turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 6 check to recharge it instead.

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

Spoiler:
Elemental Brass Mail
MM
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
OR Intelligence
Arcane
Wisdom
Divine 14
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

Spoiler:
Alchemist's Shield
MM
Armor 2
Traits:
Shield
Offhand
Alchemical
To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

Spoiler:
Khamsin Coat
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
Canteen
MM
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.

Spoiler:
Scarab of Ptah
MM
Item 6
Traits:
Trigger
Object
Magic
Ptah
To Acquire:
Constitution
Fortitude 12
When you examine this card, you may reveal a blessing that has the Ptah trait to automatically acquire this card.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.

Spoiler:
Glyphbane Gloves
MM
Item 2
Traits:
Accessory
Magic
To Acquire:
Intelligence
Disable
Arcane
Wisdom
Divine 7
Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

Spoiler:
Anubis Staff
MM
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 a monster you encounter that has the Undead trait.

Spoiler:
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Allies
Spoiler:
Tomb Artisan
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 characters at your location. When you suffer a scourge, bury this card.

Spoiler:
Druid of the Hive
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.

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

Spoiler:
Honaire
MM
Loot B
Type: Ally
Traits:
Undead
Phantom
Owner: Estra
To Acquire:
None None
Put this card on top of your deck to draw a spell from your discard pile.
Put this card on top of your deck to add 1d10 and the Undead trait to your Strength, Constitution, or Perception check.
When you would discard this card as damage, recharge it instead.

Spoiler:
Tomb Artisan
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 characters at your location. When you suffer a scourge, bury this card.

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

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

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

Spoiler:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

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

Current Hour:

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

Hours Remaining: 13

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Radovan/Maelwys:
Spoiler:
Hourglass Card 1 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 2 Tarlin/SirDan:
Spoiler:
Hourglass Card 2 Tarlin/SirDan
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any 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.
Hourglass Card 3 Damiel/sirrogue:
Spoiler:
Hourglass Card 3 Damiel/sirrogue
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any 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.
Hourglass Card 4 Hayato/MidnightLich:
Spoiler:
Hourglass Card 4 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 5 Radovan/Maelwys:
Spoiler:
Hourglass Card 5 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 6 Tarlin/SirDan:
Spoiler:
Hourglass Card 6 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 7 Damiel/sirrogue:
Spoiler:
Hourglass Card 7 Damiel/sirrogue
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 8 Hayato/MidnightLich:
Spoiler:
Hourglass Card 8 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 9 Radovan/Maelwys:
Spoiler:
Hourglass Card 9 Radovan/Maelwys
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
Hourglass Card 10 Tarlin/SirDan:
Spoiler:
Hourglass Card 10 Tarlin/SirDan
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 11 Damiel/sirrogue:
Spoiler:
Hourglass Card 11 Damiel/sirrogue
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Hourglass Card 12 Hayato/MidnightLich:
Spoiler:
Hourglass Card 12 Hayato/MidnightLich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 13 Radovan/Maelwys:
Spoiler:
Hourglass Card 13 Radovan/Maelwys
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Location #1: Chisisek's Tomb
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
When Closing: Summon and defeat the henchman Theletos.
When Permanently Closed: On closing, draw a random spell from the box.
M: 5 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 2
Located/Displayed Here: Hayato/MidnightLich, None

Chisisek's Tomb Card 1:
Blessing of Abadar
MM
Blessing B
Traits:
Divine
Abadar
To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Chisisek's Tomb Card 2:
Earth Ossumental
MM
Monster 5
Traits:
Trigger
Undead
To Defeat:
Combat 19
When you examine this card, each character at your location is dealt 1d4 Acid damage. Shuffle this monster into a random open location deck.
The Earth Ossumental is immune to the Mental and Poison traits.
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or that character is dealt 1d4 Acid damage.
Chisisek's Tomb Card 3:
Caravan Raider
MM
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.
Chisisek's Tomb Card 4:
Hanshepsu
MM
Monster 5
Traits:
Construct
To Defeat:
Combat 20
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3.
3. The Hanshepsu is evaded.
4. Bury the top card of your deck.
Chisisek's Tomb Card 5:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Chisisek's Tomb Card 6:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Chisisek's Tomb Card 7:
Queen Neferuset
MM
Henchman 6
Type: Monster
Traits:
Undead
Mummy
Oracle
Cold
To Defeat:
Combat 27
OR Divine 20
Queen Neferuset is immune to the Fire, Mental, and Poison traits. All damage dealt by Queen Neferuset is Cold damage.
If undefeated, examine the top card of your deck; if it does not have the Divine trait, bury the top 1d4 cards of your deck.
If defeated, draw a random spell that has the Divine trait from the box.
After the encounter, bury all weapons and armors played during the encounter.
Chisisek's Tomb Card 8:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Chisisek's Tomb Card 9:
Pure Holy Water
MM
Item 5
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Craft
Divine 12
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
Chisisek's Tomb Card 10:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your 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, attempting a Strength 14 check instead of the listed check to defeat.
Chisisek's Tomb Card 11:
Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.

Location #2: Crypt
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Sepulcher of the Servant Card 1 (Stavros Nightcrescent):
Stavros Nightcrescent
None
Villain 2
Type: Monster
Traits:
Aristocrat
Undead
Vampire
To Defeat:
Wisdom
Charisma 6
THEN Combat 16
Stavros Nightcrescent is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character must discard a card.
If undefeated, bury your discard pile.

Location #4: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 3 Ba: 3 W: 1 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: None

Forgery of Ra Card 1:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Forgery of Ra Card 2:
Coffer Corpse
MM
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.
Forgery of Ra Card 3:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.
Forgery of Ra Card 4:
Bone Lamellar
MM
Armor 1
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or by 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
Forgery of Ra Card 5:
Shield Cloak
MM
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 play another armor.
Forgery of Ra Card 6:
Handmaiden of Nailah
MM
Henchman 6
Type: Monster
Traits:
Trigger
Undead
Incorporeal
To Defeat:
Combat 20
OR Divine 15
When you examine this card, encounter it and ignore its power that happens after you act.
The Handmaiden of Nailah is immune to the Mental and Poison traits.
After you act, if your check to defeat does not have the Acid or Magic trait, the Handmaiden of Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Forgery of Ra Card 7:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Forgery of Ra Card 8:
Word of Ra
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.
Forgery of Ra Card 9:
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
Forgery of Ra Card 10:
Sard
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
Forgery of Ra Card 11:
Osirion Ancestor
MM
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 that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.
Forgery of Ra Card 12:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

Location #6: Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Damiel/sirrogue, Tarlin/SirDan, None
Hall of Winged Chaos Card 1:
Void Glyph
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Hall of Winged Chaos Card 2:
Elder Ice Elemental
MM
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.
Hall of Winged Chaos Card 3:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Hall of Winged Chaos Card 4:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Hall of Winged Chaos Card 5:
Ain-Mekh
MM
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 30
Ain-Mekh is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that may not be reduced, then Ain-Mekh is evaded.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of Winged Chaos Card 6:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.

Location #7: Eternal Arena
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Radovan/Maelwys,


Party | Samurai - Tier 1.3

Turn 17 under the Blessing of the Lady of Graves...
Blessing is not Basic, so I get to keep my free explore.

I step forward further into Chisisek's Tomb and find a small shrine of Abadar, no doubt left by a tomb raider. I kneel briefly, hoping for the Vaultkeeper's blessing. Check to Acquire - Dexterity 6: 1d6 ⇒ 2. Failed; banish.

With my Pegasus totem to guide me, discarding the ally to explore (and recharging a random card from discard pile due to character power), I push forward into the path of an Earth Ossumental. Unable to move out of the way, I take more Acid damage as it lunges at me. Acid Damage - 1d4 ⇒ 4. Reveal Pharaoh's Key to reduce by 1, put Jinfu on top of deck to reduce by 1 (2 total), and recharge Four-Mirror Armor to reduce it by 2 (4 total). Fortunately, I'm well protected enough to avoid the damage.

Difficulty increased by 1d12 ⇒ 9 due to scenario.

Still without a weapon, I charge the undead monstrosity and hope to rend it apart. As I do, I feel a blessing from Tarlin fall upon me, bolstering me. Check to Defeat - Combat 28: 4d10 + 6 ⇒ (8, 10, 8, 3) + 6 = 35 (Strength die + Samurai first combat power + Blessing + Melee skill). Success, with sufficient overkill! Defeated and banished.

With it defeated, I rest before pushing on.

Hayato wrote:

Hand: Jinfu, Sun Falcon Pectoral, Pharaoh's Key, Grappler's Mask, Jorgenfist Spear,

Displayed: Curse of Daybane,
Deck: 10 Discard: 10 Buried: 1
Notes: 0 HP. BOX RE-ROLL: AVAILABLE.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [X] +2 [X] +3 [X] +4
Melee: Strength + 2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [X] +1 [X] +2
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size 4 [X] 5 [ ] 6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
On your first combat check of your turn, add 1d6 ([X] 1d10). ([X] If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your ([X] or a character at your location's) non-combat check against a ([ ] weapon or) monster, you may recharge a card to add 1d6 ([X] 1d10).
[X] When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile ([X] or recharge the card you played and put a random card from your discard pile on top of your deck.)
[ ] When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
[ ] When you are the only character at your location, add 1 ([ ] 2) to your checks.

Upkeep:
Chisisek's Tomb card #1 is banished (failed to acquire).
Chisisek's Tomb card #2 is banished (defeated).
Tarlin uses a +2 Strength blessing.


Deck Handler

Turn 18, under Blessing of the Ancients
Move to Forgery of Ra

Free Exploration - Forgery #1: Fate Blade
Bury Geucubu from Quang for +1d6+3.
Check to Acquire - Dexterity 11: 1d8 + 4 + 1d6 + 3 ⇒ (1) + 4 + (3) + 3 = 11 - Acquired.

Discard Isiem to examine the top three, rearrange, and explore - Forgery #2: Coffer Corpse, Undead Trigger
Recharge Quick-Change Mask, and encounter Coffer Corpse. Encountered a bane with the Fire trait, display Geniekin with Norge.
Undead Difficulty: 1d12 ⇒ 10 - Nope! Quang allows me to evade the encounter.
Forgery #3: Bonecrusher Chieftain, Trigger
Encounter Bonecrusher. Reveal Fate Blade for combat. +1d4 single-weapon style. +2 Fell. Banish Geniekin from Fell for +2d6+0
Check to Defeat - Combat 12+3+6=21: 1d8 + 4 + 1d4 + 1 + 1d4 + 2 + 2d6 ⇒ (4) + 4 + (1) + 1 + (2) + 2 + (5, 2) = 21 - Defeated, banished. Weapon was used, and is discarded.
Defeated a monster, display a monster (Furies of the Drowned Desert, AD6) with Fell.
Forgery #4: Bone Lamellar
Place Bone Lamellar on top, and then Coffer Corpse. Explore Bone Lamellar.
Check to Acquire - Fortitude 6: 1d6 + 3 ⇒ (6) + 3 = 9 - Acquired

End of turn Ravenous: 1d4 ⇒ 1, eat all Blessings in my discards. Draw 2 to reset my hand. Poison: 1d6 ⇒ 4 recharges Elyana.

Radovan, Pitbound Bodyguard wrote:

Hand: Gravewatcher Chain Mail, Bone Lamellar, Cartouche of Protection, Blessing of the Midnight Lord, Blessing of Anubis,

Displayed: Xandhul Bloodsbane III, Plasma Ooze (AD5, Norge), Elder Ifreeti (AD4, Quang), Vanth (AD2, Norge), Geniekin (AD0, Norge), Furies of the Drowned Desert (AD6, Fell),
Deck: 8 Discard: 6 Buried: 8
Hero Points: 3 // Radovan, Pitbound Bodyguard has the following curses displayed:
Curse of Poisoning:
While displayed, after you reset your hand, recharge a random card.
Curse of the Ravenous:
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.

NOTES:
Available Support: Local: Reduce all Ranged, Fire, and Poison damage by 1.
Local: Reduce all damage from a Summoned monster by 1.
Use Blessings sparingly

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): 0
Recharged: Dreamstalker, Sword Cane (Core), Sand Elemental, Vampiric Backsword +3, Neferekhu, Galvanic Kopis +2, Quick-Change Mask, Elyana,
Discard Pile: Heister, Adamantine Sai +2, Red Leathers, Vizier, Isiem, Fate Blade,
Buried Pile: Hand of Glory, Bloodbound Hat, Ring of Regeneration, Blessing of the Starsong, Blessing of Abadar (2), Blessing of the Mantis God, Blessing of Abadar, Blessing of Anubis (2),

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Acrobatics: Dexterity +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☑ +2
Diplomacy: Charisma +2
Perception: Diplomacy

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ( or 2 devil forms) ( or 3 devil forms). Once per turn, when a local character suffers damage from a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (☐ 1d6); add another 1d4 (☐ 1d12) if you did not play a weapon.
When you suffer ( or a local character suffers) Fire, Poison, or Ranged Combat damage ( or damage from a summoned monster), reduce it by 1 (☐ 2) (☐ 3).
☐ When a local character would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
When a monster encountered by a local character is undefeated ( or when you defeat a monster) display a new monster next to a displayed devil form.


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.


Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


Norge:
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.


Acquired Forgery #1 and #4

Banished Forgery #3
Forgery #2 is known and on top of the location deck.


During This Adventure: The scourge die is 1d10.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined. If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

During This Scenario: 4-6E: Revenant Court Revealed

The difficulty to defeat banes that have the Undead trait is increased by 1d12.

When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/or discarding them from his hand or deck .

The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location.

Additional Rules:

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_


Curse of Withering
Spoiler:
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice. You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Scourge 3
Traits: Curse, Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.


Curse of the Sphinx
Spoiler:
Scourge 4
Traits: Curse Sphinx
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.


Curse of Blindness
Spoiler:
Scourge 5
Traits: Curse
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
If you already have Curse of Blindness displayed, banish this card.

Curse of the Mummy
Spoiler:

Scourge 6
Traits: Curse Undead Mummy
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.

Villain:
Stavros Nightcrescent

Henchmen (Closing):
Queen Neferuset
Ain-Mekh
Nailah
Picasi
Handmaidens of Nailah

Displayed Boons (Each character may display one of these):

Varanthe the Paralyzer:
You may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

Mortevia Strassel:
You may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.

Xandhul Bloodsbane III:
When you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.

Scenario Level (#): 6

Turn: 19, Tarlin/SirDan

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

Spoiler:
Ghoul
MM
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits.
If undefeated, end your turn.

Spoiler:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Spoiler:
Mummified Sphinx
MM
Monster 3
Traits:
Undead
Sphinx
Mummy
To Defeat:
Combat 17
The Mummified Sphinx is immune to the Mental and Poison traits.
Before you act, recharge your hand, reset your hand, and bury a card.
If the check to defeat has the Fire trait, add 1d8.

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

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

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

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

Spoiler:
Symbol of Fear
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Spoiler:
Telekinetic Enucleation
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Dexterity
Disable 16
When you examine this card, encounter it.
If undefeated, each character at your location suffers the scourge Curse of Blindness.

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

Spoiler:
Shocking Scimitar +2
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

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

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

Spoiler:
Striking Wing Scimitar
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; 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.
Recharge this card to move. You may not use this power during an encounter.

Spells
Spoiler:
Named Bullet
MM
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran.
At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.

Spoiler:
Vision
MM
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
IntelligenceArcaneWisdomDivine 13
Discard this card to examine any location deck. If you find a villain, it escapes 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.

Spoiler:
Toxic Cloud
MM
Spell 2
Traits:
Magic
Arcane
Attack
Poison
To Acquire:
Intelligence
Arcane 8
Display this card when a character encounters a bane. While displayed, add 1d6 and the Poison trait to combat checks to defeat monsters. At the end of this turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 10 check to recharge it instead.

Spoiler:
Eruption
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Smite Abomination
MM
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 10
Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

Armors
Spoiler:
Gravewatcher Chain Mail
MM
Armor 6
Traits:
Light Armor
Magic
Pharasma
To Acquire:
Constitution
Fortitude
Wisdom
Divine 13
Reveal this card to reduce all damage dealt to you by 3.
Recharge this card to add 1 die to a check that invokes the Undead trait by a character at your location.
When any character plays a blessing that has the Pharasma trait on a check, recharge this card to add 1 die.
If proficient with light armors, recharge this card to examine the top card of your deck.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

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

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

Spoiler:
Elemental Brass Mail
MM
Armor 6
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 12
OR Intelligence
Arcane
Wisdom
Divine 14
Reveal this card to reduce Combat damage dealt to you by 3.
Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

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

Items
Spoiler:
Potion of Energy Resistance
MM
Item B
Traits:
Liquid
Alchemical
To Acquire:
Intelligence
Craft 4
Banish this card to reduce Acid, Cold, Electricity, or Fire damage dealt to a character at your location by 4.

Spoiler:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
At the start of your turn, discard this card to move any number of characters to your location.
Display this card next to your location. While displayed, add 1d8 to Stealth checks by characters at this location. At the end of the turn, banish this card.

Spoiler:
Canopic Jar
MM
Item 6
Traits:
Object
Magic
Undead
Mummy
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Recharge this card to draw a card that has the Undead trait from your discard pile.
Banish this card to add 3d12 to your check against a monster that has the Undead trait.

Spoiler:
Alchemist's Kit
MM
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 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

Spoiler:
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Allies
Spoiler:
Clockwork Menial
MM
Ally 3
Traits:
Automaton
To Acquire:
Intelligence
Craft 9
Discard this card to add 1 die to a check against a barrier, or to any check to acquire a boon.
Discard this card to explore your location.

Spoiler:
The Viper
MM
Ally 3
Traits:
Human
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 9
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Spoiler:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.

Spoiler:
Druid of the Storm
MM
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

Spoiler:
Zereletan
MM
Ally 4
Traits:
Aberration
Naga
To Acquire:
Charisma
Diplomacy 11
OR Combat 15
Bury this card to recharge any number of items from your discard pile.
Discard this card to explore your location.

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

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

Spoiler:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Spoiler:
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.

Current Hour:

Blessing of Ra:
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any 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.

Hours Remaining: 11

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Damiel/sirrogue:
Spoiler:
Hourglass Card 1 Damiel/sirrogue
Blessing of Ra
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any 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.
Hourglass Card 2 Hayato/MidnightLich:
Spoiler:
Hourglass Card 2 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 3 Radovan/Maelwys:
Spoiler:
Hourglass Card 3 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 4 Tarlin/SirDan:
Spoiler:
Hourglass Card 4 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 5 Damiel/sirrogue:
Spoiler:
Hourglass Card 5 Damiel/sirrogue
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 6 Hayato/MidnightLich:
Spoiler:
Hourglass Card 6 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 7 Radovan/Maelwys:
Spoiler:
Hourglass Card 7 Radovan/Maelwys
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
Hourglass Card 8 Tarlin/SirDan:
Spoiler:
Hourglass Card 8 Tarlin/SirDan
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 9 Damiel/sirrogue:
Spoiler:
Hourglass Card 9 Damiel/sirrogue
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Hourglass Card 10 Hayato/MidnightLich:
Spoiler:
Hourglass Card 10 Hayato/MidnightLich
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 11 Radovan/Maelwys:
Spoiler:
Hourglass Card 11 Radovan/Maelwys
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Location #1: Chisisek's Tomb
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
When Closing: Summon and defeat the henchman Theletos.
When Permanently Closed: On closing, draw a random spell from the box.
M: 4 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Hayato/MidnightLich, None

Chisisek's Tomb Card 1:
Caravan Raider
MM
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.
Chisisek's Tomb Card 2:
Hanshepsu
MM
Monster 5
Traits:
Construct
To Defeat:
Combat 20
The Hanshepsu is immune to the Attack, Mental, and Poison traits.
Before you act, roll 1d4:
1. You are dealt 1d4 Poison damage.
2. The difficulty to defeat is increased by 3.
3. The Hanshepsu is evaded.
4. Bury the top card of your deck.
Chisisek's Tomb Card 3:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Chisisek's Tomb Card 4:
Fate Blade
MM
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma
To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. If you reveal a blessing that has the Pharasma trait, or if the bane has the Undead trait, add another 1d8.
On your combat check, if you played another weapon, discard this card to add 1d4+1.
Chisisek's Tomb Card 5:
Queen Neferuset
MM
Henchman 6
Type: Monster
Traits:
Undead
Mummy
Oracle
Cold
To Defeat:
Combat 27
OR Divine 20
Queen Neferuset is immune to the Fire, Mental, and Poison traits. All damage dealt by Queen Neferuset is Cold damage.
If undefeated, examine the top card of your deck; if it does not have the Divine trait, bury the top 1d4 cards of your deck.
If defeated, draw a random spell that has the Divine trait from the box.
After the encounter, bury all weapons and armors played during the encounter.
Chisisek's Tomb Card 6:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Chisisek's Tomb Card 7:
Pure Holy Water
MM
Item 5
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Craft
Divine 12
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.
Chisisek's Tomb Card 8:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your 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, attempting a Strength 14 check instead of the listed check to defeat.
Chisisek's Tomb Card 9:
Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.

Location #2: Crypt
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

Sepulcher of the Servant Card 1 (Stavros Nightcrescent):
Stavros Nightcrescent
None
Villain 2
Type: Monster
Traits:
Aristocrat
Undead
Vampire
To Defeat:
Wisdom
Charisma 6
THEN Combat 16
Stavros Nightcrescent is immune to the Mental and Poison traits.
While you act, before any character plays a card, that character must discard a card.
If undefeated, bury your discard pile.

Location #4: Hall of the Crocodile Kings
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #5: Forgery of Ra
At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
When Closing: You are dealt 1d6 Fire damage.
When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
M: 2 Ba: 3 W: 0 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Radovan/Maelwys, None

Forgery of Ra Card 1:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Forgery of Ra Card 2:
Handmaiden of Nailah
MM
Henchman 6
Type: Monster
Traits:
Trigger
Undead
Incorporeal
To Defeat:
Combat 20
OR Divine 15
When you examine this card, encounter it and ignore its power that happens after you act.
The Handmaiden of Nailah is immune to the Mental and Poison traits.
After you act, if your check to defeat does not have the Acid or Magic trait, the Handmaiden of Nailah is undefeated.
If defeated, you may immediately attempt to close the location this henchman came from.
Forgery of Ra Card 3:
Coffer Corpse
MM
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.
Forgery of Ra Card 4:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Forgery of Ra Card 5:
Shield Cloak
MM
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 play another armor.
Forgery of Ra Card 6:
Word of Ra
MM
Barrier 6
Traits:
Lock
Trap
Fire
To Defeat:
Dexterity
Disable
Stealth 17
If undefeated, banish an ally that lists Diplomacy in its check to acquire or each character at your location is dealt 2d4 Fire damage.
Forgery of Ra Card 7:
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
Forgery of Ra Card 8:
Sard
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
Forgery of Ra Card 9:
Osirion Ancestor
MM
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 that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

Location #6: Hall of Winged Chaos
At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
When Closing: You may close this location automatically.
When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
M: 3 Ba: 1 W: 0 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Damiel/sirrogue, Tarlin/SirDan, None
Hall of Winged Chaos Card 1:
Void Glyph
MM
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8
When you examine this card, succeed at a Wisdom check with a difficulty of 8 plus the scenario's adventure deck number or you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Hall of Winged Chaos Card 2:
Elder Ice Elemental
MM
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16
The Ice Elemental is immune to the Cold and Poison traits. All damage dealt by the Ice Elemental is Cold damage.
Before you act, succeed at a Constitution or Fortitude 8 check or you may play no more than 1 card on the check to defeat.
If the check to defeat has the Electricity trait, you may reroll the dice; take the new result.
Hall of Winged Chaos Card 3:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.
Hall of Winged Chaos Card 4:
Rukh
MM
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
All damage dealt by the Rukh is Acid damage.
If the check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
If undefeated, move to a random location.
Hall of Winged Chaos Card 5:
Ain-Mekh
MM
Henchman 6
Type: Monster
Traits:
Undead
To Defeat:
Combat 30
Ain-Mekh is immune to the Mental and Poison traits.
Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that may not be reduced, then Ain-Mekh is evaded.
If undefeated, bury an armor, then suffer the scourges Curse of Vulnerability and Curse of Withering.
If defeated, you may immediately attempt to close the location this henchman came from.
Hall of Winged Chaos Card 6:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.

Location #7: Eternal Arena
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:


GenCon Open Champion

Tarlin sees the Villain and moves over to engage.

Note: Planning to use Radovan's Blessing of Anubis - so please don't use it during temp closing (and keep at least one card to discard)...

Actions after Temp Closing:

Use Radovan's Anubis on Check 1.

Added d12 difficulty: 1d12 ⇒ 3

First Check to Defeat Wisdom 6 + 3 = 9: 3d8 + 3 ⇒ (3, 2, 1) + 3 = 9: Success.

Use own Blessing of the Inheritor on Check 2; hurl Tripartite Spear +2.

Added d12 difficulty: 1d12 ⇒ 4

Second Check to Defeat Combat 16 + 4 = 20: 2d10 + 6 + 2d8 + 2 ⇒ (9, 2) + 6 + (3, 3) + 2 = 25: Success.


GenCon Open Champion

Tarlin grabs Hyato's dice and slings them.

Check to Temp Close Combat 18: 1d10 + 1d10 + 2d6 + 9 + 2d6 ⇒ (5) + (3) + (2, 3) + 9 + (1, 3) = 26. Whammo.

Chisisek's Tomb is temp closed. Looking around...

Hall of Winged Chaos temp closes automatically, and Forgery of Ra temp close is just taking fire damage, which Radovan is immune to.

So.. all are guarded. Villain defeated. Win.


4-6E: Revenant Court Revealed - Victory!

Development:
You managed to best the vampire Stavros Nightcrescent. Gripped by a terrifying sense of dread, you creep toward the searing portal that Nightcrescent opened. Is it possible this is an actual hellmouth—a rift to the Pit itself ?

Your question is answered when a woman, pale as the winter moon with eyes like a starless night, blinks into existence just in front of the rift. She floats above the ground, black curls billowing and a smirk on her blood-red lips. “Stavros always was weak,” she says, chuckling ominously. “Why else would he wake me, Yeleth of the First Blood, and expect my help with his petty schemes? But you are strong. I respect this. Take the toys you came for, and rest assured that Hell shall not follow you—if you are wise.”

And with that, the woman disappears. The hellmouth, though, remains.

Reward:

When you play scenario 4-P7, your trade cost for Trove of Tef-Naju is reduced by 2 cards (to a minimum of 1) and you may choose a power feat and treat it as checked off during the scenario.

Each player can grant 1 of her Pathfinder Society Roleplaying Guild characters a +2 bonus on Bluff, Diplomacy, and Intimidate checks against anyone in or from the nation of Geb.

Adventure 6 reward:
Each player chooses 1 of her Pathfinder Society Adventure Card Guild characters. That character may treat the loot Shining Wayfinder as if it is in her Class Deck box.

Acquired cards will be posted to discussion.


Adventure 7: Yeleth of the First Blood

The parlor of Stavros Nightcrescent, a vampire Blood Lord whose ambitions would have swallowed all of Mechitar and beyond, is empty. The finest ashes float through the stagnant air, past luxuriant crimson drapes, brocade valances, and gothic stonework on a grand scale—the only vestiges of Sellortia’s master, whom you have destroyed.

As Nightcrescent’s final earthly remains fall like snow, you realize that the room’s imagery is far more sinister than you had previously noticed. Carved into the stonework are the snarling visages of horned devils, pit fiends, and other diabolic horrors, alongside depictions of what you presume are the remains of their victims. You realize that, before you accosted him, Nightcrescent had been chanting before an altar ringed with unnervingly realistic statues of skeletons. Encompassing the entire top of the dais, drawn in dark, sludgy ink—it is ink, isn’t it?—is a pentagram, gently pulsing with an unknowable light.

And, of course, there’s the gasping, seething portal behind it that you believe is a hellmouth straight to the Pit. The hairs on the back of your neck stand as you slink toward the altar. The open book atop it provides some clues.

It takes you some time to parse the written Infernal, but the tome contains diabolic devotions to hellish forces. Specifically, Nightcrescent paid obeisance to Moloch, the Ashen Bull and archdevil of Malebolge, the sixth layer of Hell. Through Moloch, Nightcrescent had sought ties to something called the Revenant Court—ancient catacombs beneath a bolgia in Malebolge that are home to the eldest of vampirekind. Most of these vampires slumber, except when roused by powerful and unholy faithful who offer proper fealty. The unholy tome lists a contingent of the Court’s elder Hell-vampires, and one name catches your eye.

Yeleth of the First Blood. The name the woman who emerged from the hellmouth claimed before she chuckled at your destruction of Nightcrescent and sauntered back to the Pit.

That hellmouth is still open, and Nightcrescent’s unholy devotions suggest that it leads straight to Yeleth’s lair.

It’s time to confront the vampire who pulled a Blood Lord’s strings once and for all. But do you choose to face her in battle, or seek a deal—one that might place the power of Hell itself into your hands?

Yeleth of the First Blood presents a choice to the party. The decision you make will affect the villain and henchmen you face, the rules for the scenario, the reward, and the story development text. Read During This Scenario on the two scenario cards before setting up, then choose to duel or deal. If you choose duel, use the scenario card Yeleth of the First Blood—Duel. If you choose deal, use the scenario card Yeleth of the First Blood—Deal. (When replaying, you may earn the reward for each card once, but must choose a different character for each reward.)

During this Adventure:
To play this scenario, characters must have gained the reward from the Season of Plundered Tombs Adventure Path.
Treat the adventure deck number as 7.
The scourge die is 1d6+4.
Display the scourge Curse of Daybane next to the scenario; all characters with a scourge next to their character deck also suffer Curse of Daybane.
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.


Dual - During this Scenario
All monsters gain the Undead and Vampire traits and are immune to
the Mental and Poison traits.

While you act against a monster other than Yeleth the Ravager or a Revenant Court Vampire, before any character plays a card, that character recharges a card. If the monster is undefeated, bury your discard pile.

If the result of your check to defeat a card that has the Undead trait
does not exceed the difficulty by 13 or more, suffer a scourge.

OR

Deal - During this Scenario
After creating the blessings deck, put the villain Canopic Soul on top of it.

When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.

When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck. You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.


GenCon Open Champion

Tarlin is confident we can outwit the hellion and craft a deal in our favor. If that doesn't work out, then we can attack and end it.


Damiel agrees with the sentiment of trying to get the best deal we can and then attacking when there is an inevitable double-cross.


Deck Handler

Talk first, fight after. Sounds like my life...


You have chosen to deal with Yeleth of the First Blood. You have had smarter ideas. This is a Hell-vampire of the highest order, and you... well, you are not. As her army of devils proffers tempting contracts before you, Yeleth cackles and intones, “You should never have sold me your soul. Now you lose everything.”

---------------

During This Adventure: The scourge die is 1d6+4
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

Display the scourge Curse of Daybane next to the scenario, all characters with a scourge next to their character deck also suffer Curse of Daybane.

Curse of Daybane:

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.

During This Scenario: 4-7: Yeleth of the First Bood - Deal

After creating the blessings deck, put the villain Canopic Soul on top of it.

When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.

When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck.

You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

Additional Rules:

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_


Curse of Withering
Spoiler:
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice. You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Scourge 3
Traits: Curse, Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.


Curse of the Sphinx
Spoiler:
Scourge 4
Traits: Curse Sphinx
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.


Curse of Blindness
Spoiler:
Scourge 5
Traits: Curse
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
If you already have Curse of Blindness displayed, banish this card.

Curse of the Mummy
Spoiler:

Scourge 6
Traits: Curse Undead Mummy
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.

Villain:
Yeleth the Soulbinder

Henchmen:
Contract Devil
Infernal Contracts

Scenario Level (#): 7

Turn: 0, Tarlin/SirDan

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:
Shaitan Ghul
MM
Monster 5
Traits:
Elemental
Undead
Janni
To Defeat:
Combat 20
The Shaitan Ghul is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, the difficulty is increased by 3.
Before you act, discard a weapon or an armor.

Spoiler:
Giant Mummified Crocodile
MM
Monster 5
Traits:
Undead
Mummy
To Defeat:
Combat 21
The Giant Mummified Crocodile is immune to the Mental and Poison traits.
If the check to defeat has the Cold or Electricity trait, add 1d8.
If undefeated, bury your discard pile and shuffle this card into a random open location deck.

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

Spoiler:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.

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

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

Spoiler:
Sky Pharaoh's Curse
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Arcane 15
OR Divine 14
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

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

Spoiler:
Thousand Suns
MM
Barrier 6
Traits:
Trap
Obstacle
Magic
To Defeat:
Intelligence
Perception
Arcane
Disable 18
If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

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

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

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

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

Spoiler:
Striking Wing Scimitar
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; 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.
Recharge this card to move. You may not use this power during an encounter.

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

Spells
Spoiler:
Smite Abomination
MM
Spell 4
Traits:
Magic
Divine
To Acquire:
Wisdom
Divine 10
Discard this card to add 2d6 to a combat check by a character at your location against a monster that has the Undead trait. No other spells may be played by any characters on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.

Spoiler:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

Spoiler:
Stone Skin
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. 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 succeed at an Arcane or Divine 9 check to recharge it instead.

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

Spoiler:
Elemental Skin
MM
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. While displayed, reduce damage of the chosen type to characters at this location to 0, and you may add 1d6 and the chosen trait to Melee combat checks by characters at this location. 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 succeed at an Arcane or Divine 14 check to recharge it instead.

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

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

Spoiler:
Rhino Hide Armor
MM
Armor 6
Traits:
Heavy Armor
Magic
To Acquire:
Constitution
Fortitude 12
Reveal this card to reduce all damage dealt to you by 3.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
If proficient with heavy armors, recharge this card to reroll 1 die on your Strength check; take the new result.
Banish this card to reduce all damage dealt to you to 0. If proficient with heavy armors, bury it instead.

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

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

Items
Spoiler:
Evocation Staff
MM
Item 5
Traits:
Staff
Attack
Magic
Arcane
To Acquire:
Intelligence
Arcane 14
For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may additionally discard this card to add 2d10 and the Cold, Electricity, Fire, or Force trait.
When a character at your location encounters a monster, reveal this card and discard a spell to allow that character to evade the monster; put the monster on top of its location deck.

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

Spoiler:
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Spoiler:
Anubis Staff
MM
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 a monster you encounter that has the Undead trait.

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

Allies
Spoiler:
Reed Moccasin
MM
Ally 3
Traits:
Animal
Elemental
Acid
Poison
To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck; you may then explore your location. During this exploration, when you encounter a monster, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

Spoiler:
Fortune-Teller
MM
Ally 6
Traits:
Human
Oracle
To Acquire:
Charisma
Diplomacy 11
At the end of your move step, reveal this card and choose a category: bane or boon. Then examine the top card of your location deck. If that card matches your choice, encounter it.
Discard this card to explore your location.

Spoiler:
Tarworks Master
MM
Ally B
Traits:
Dwarf
To Acquire:
Craft
Charisma
Diplomacy 10
Discard this card to add 1 die to your Craft check, or to your check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.

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

Spoiler:
Mad Dog Marrn
MM
Ally 1
Traits:
Halfling
Barbarian
Hireling
To Acquire:
Survival
Charisma
Diplomacy 9
If you fail to acquire this card, banish an ally that has the Animal trait from your hand or discard pile or you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to a Survival check by a character at your location.
Discard this card to explore your location. During this exploration, if you encounter a card that has the Trigger trait, you may evade it.

Blessings
Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any 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 Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

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

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

Current Hour:

:
[/b]

Traits:
To Acquire:


Hours Remaining: 31

[b]Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Damiel/sirrogue:
Spoiler:
Hourglass Card 1 Damiel/sirrogue
Canopic Soul
MM
Villain 5
Type: Monster
Traits:
Undead
Incorporeal
Sorcerer
To Defeat:
Combat 24
The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced.
After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.
Hourglass Card 2 Hayato/MidnightLich:
Spoiler:
Hourglass Card 2 Hayato/MidnightLich
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 3 Radovan/Maelwys:
Spoiler:
Hourglass Card 3 Radovan/Maelwys
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 4 Tarlin/SirDan:
Spoiler:
Hourglass Card 4 Tarlin/SirDan
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 5 Damiel/sirrogue:
Spoiler:
Hourglass Card 5 Damiel/sirrogue
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 6 Hayato/MidnightLich:
Spoiler:
Hourglass Card 6 Hayato/MidnightLich
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 7 Radovan/Maelwys:
Spoiler:
Hourglass Card 7 Radovan/Maelwys
Blessing of Bastet
MM
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 8 Tarlin/SirDan:
Spoiler:
Hourglass Card 8 Tarlin/SirDan
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 9 Damiel/sirrogue:
Spoiler:
Hourglass Card 9 Damiel/sirrogue
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 10 Hayato/MidnightLich:
Spoiler:
Hourglass Card 10 Hayato/MidnightLich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 11 Radovan/Maelwys:
Spoiler:
Hourglass Card 11 Radovan/Maelwys
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
Hourglass Card 12 Tarlin/SirDan:
Spoiler:
Hourglass Card 12 Tarlin/SirDan
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 13 Damiel/sirrogue:
Spoiler:
Hourglass Card 13 Damiel/sirrogue
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 14 Hayato/MidnightLich:
Spoiler:
Hourglass Card 14 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 15 Radovan/Maelwys:
Spoiler:
Hourglass Card 15 Radovan/Maelwys
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 16 Tarlin/SirDan:
Spoiler:
Hourglass Card 16 Tarlin/SirDan
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 17 Damiel/sirrogue:
Spoiler:
Hourglass Card 17 Damiel/sirrogue
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 18 Hayato/MidnightLich:
Spoiler:
Hourglass Card 18 Hayato/MidnightLich
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then 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.
Hourglass Card 19 Radovan/Maelwys:
Spoiler:
Hourglass Card 19 Radovan/Maelwys
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 20 Tarlin/SirDan:
Spoiler:
Hourglass Card 20 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 21 Damiel/sirrogue:
Spoiler:
Hourglass Card 21 Damiel/sirrogue
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 22 Hayato/MidnightLich:
Spoiler:
Hourglass Card 22 Hayato/MidnightLich
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 23 Radovan/Maelwys:
Spoiler:
Hourglass Card 23 Radovan/Maelwys
Blessing of Bastet
MM
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 24 Tarlin/SirDan:
Spoiler:
Hourglass Card 24 Tarlin/SirDan
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 25 Damiel/sirrogue:
Spoiler:
Hourglass Card 25 Damiel/sirrogue
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 26 Hayato/MidnightLich:
Spoiler:
Hourglass Card 26 Hayato/MidnightLich
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 27 Radovan/Maelwys:
Spoiler:
Hourglass Card 27 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 28 Tarlin/SirDan:
Spoiler:
Hourglass Card 28 Tarlin/SirDan
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 29 Damiel/sirrogue:
Spoiler:
Hourglass Card 29 Damiel/sirrogue
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 30 Hayato/MidnightLich:
Spoiler:
Hourglass Card 30 Hayato/MidnightLich
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 31 Radovan/Maelwys:
Spoiler:
Hourglass Card 31 Radovan/Maelwys
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Location #1: Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Location #2: Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 1
Located/Displayed Here: None

Location #3: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

Location #4: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #5: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Location #6: Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: None

Location #7: Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None


Damiel cracks open the Trove of Tef-Naju and finds the following available for 1 Adv 6 boon:

Sling Staff +2:

MM Weapon 6
Traits: Sling Staff Ranged Bludgeoning 2-Handed Magic
To Acquire: Dexterity Ranged 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill. If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character. If proficient with weapons, discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to any combat check.

Canopic Conversion:

MM Spell 6
Traits: Magic Arcane Divine Attack
To Acquire: Intelligence Arcane Wisdom Divine 14
For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed, you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check. When you would discard this card for its power, if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Elemental Brass Mail:

MM Armor 6
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 12 OR Intelligence Arcane Wisdom Divine 14
Reveal this card to reduce Combat damage dealt to you by 3. Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0. If proficient with light armors, recharge this card to add 1 die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

Hand of Glory:

MM Item 6
Traits: Accessory Magic Gambling Mummy
To Acquire: Intelligence Arcane Wisdom Divine 11
Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters. At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.

Hippopotamus Mud Elemental:

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

Blessing of Ptah:

MM Blessing 6
Traits: Divine Ptah
To Acquire: Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait. Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers. On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.


Some nice stuff, but not super intrigued enough to give up a 6.


Damiel doesn't like most of these locations, but figures the Vault of Hidden Wisdom will at least present some interesting challenges.

Damiel, Mindchemist wrote:

Hand: Liquid Persuasion, Bottled Lightning, Blessing of the Everbloom, Blessing of the Starsong, Fire Lance, Flask Thrower, Aspect of the Tiger,

Displayed:
Deck: 15 Discard: 0 Buried: 0
Hero Points: 9
NOTES:
Available Support: Everbloom: 2 dice to n/c Dex or Wis
Flask Thrower: 2d6 (and traits) to distant combat
Persuasion: 1d10+7 to a local Wis or Cha
Starsong: reroll all the dice
Movement: Box reroll for 4-6E AVAILABLE.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Dexterity +2 (5)
Acrobatics: Dexterity +3 (6)
Stealth: Dexterity +3 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Intelligence +3 (7)
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d4 ☐ +1

Favored Card: X
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
X
POWERS:
You may not play spells that have the Attack trait.
[X] When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).
[X] You may bury ([X] or discard) a card that has the Alchemical trait to add your Dexterity skill to your Intelligence ([X] or Wisdom or Charisma) check.


Deck Handler

Radovan also visited the Trove, but unfortunately will have to pass on the offerings as nothing quite suits him. He'll then grab his pack and head off to the Volcanic Vents to deal with that poisonous flaming mess by himself, leaving his friends to breath the cleaner air.

Radovan, Pitbound Bodyguard wrote:

Hand: Vampiric Backsword +3, Sword Cane (Core), Bloodbound Hat, Neferekhu, Heister, Blessing of the Starsong,

Displayed:
Deck: 16 Discard: 0 Buried: 0
Hero Points: 3
NOTES:
Available Support: Local: Reduce all Ranged, Fire, and Poison damage by 1.
Local: Reduce all damage from a Summoned monster by 1.
Use Blessings sparingly

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Red Leathers, Blessing of Anubis (2), Blessing of Anubis, Blessing of the Mantis God, Isiem, Dreamstalker, Blessing of Abadar, Elyana, Adamantine Sai +2, Vizier, Blessing of the Midnight Lord, Gravewatcher Chain Mail, Mask of Stolen Mein, Sand Elemental, Quick-Change Mask, Ring of Regeneration
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Acrobatics: Dexterity +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☑ +2
Diplomacy: Charisma +2
Perception: Diplomacy

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ( or 2 devil forms) ( or 3 devil forms). Once per turn, when a local character suffers damage from a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (☐ 1d6); add another 1d4 (☐ 1d12) if you did not play a weapon.
When you suffer ( or a local character suffers) Fire, Poison, or Ranged Combat damage ( or damage from a summoned monster), reduce it by 1 (☐ 2) (☐ 3).
☐ When a local character would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
When a monster encountered by a local character is undefeated ( or when you defeat a monster) display a new monster next to a displayed devil form.


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.


Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


Norge:
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.



GenCon Open Champion

Tarlin starts of at the Guardian Vault, and expects to move to the Peasant Tombs later on.

Tarlin the Tired wrote:

Hand: Defiant Nodachi +3, Tripartite Spear +2, Dwarven Earthbreaker +1, Rhino Hide Armor, Holy Feast, Freed Soul, Blessing of the Oathkeeper,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Current Location: Guardian Vault
Hero Points: 2
NOTES:
Available Support: Healing available locally
Other: Blessings of Iomedae recharge, use away.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Iomedae 3, Hatchetbird, Greatclub +3, Blessing of Iomedae 1, Remove Curse, Cartouche of Protection, Scrying, Blessing of the Inheritor, Augury, Life Lantern, Blessing of Anubis, Blessing of Iomedae 2, Blessing of the Dawnflower, Jorgenfist Spear
Recharged:
Discard Pile:
Buried Pile:

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
Divne: Wisdom +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☑ 6 ☑ 7
Proficiencies:
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 (☑ or recharge) an armor to return a weapon from your discard pile to your hand.
☑ You may recharge a weapon to recharge a random card from your discard pile.
☑ When you play Blessing of Iomedae, you may recharge it (☑ or shuffle it into your deck) instead of discarding it.

Character Sheet.


During This Adventure: The scourge die is 1d6+4
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

Display the scourge Curse of Daybane next to the scenario, all characters with a scourge next to their character deck also suffer Curse of Daybane.

Curse of Daybane:

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.

During This Scenario: 4-7: Yeleth of the First Bood - Deal

After creating the blessings deck, put the villain Canopic Soul on top of it.

When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.

When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck.

You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

Additional Rules:

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_


Curse of Withering
Spoiler:
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice. You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Scourge 3
Traits: Curse, Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.


Curse of the Sphinx
Spoiler:
Scourge 4
Traits: Curse Sphinx
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.


Curse of Blindness
Spoiler:
Scourge 5
Traits: Curse
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
If you already have Curse of Blindness displayed, banish this card.

Curse of the Mummy
Spoiler:

Scourge 6
Traits: Curse Undead Mummy
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.

Villain:
Yeleth the Soulbinder

Henchmen:
Contract Devil
Infernal Contracts

Scenario Level (#): 7

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

Random Cards:

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

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

Spoiler:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Spoiler:
Ammut
MM
Monster 6
Traits:
Outsider
Fire
To Defeat:
Combat 24
The Ammut is immune to the Fire and Poison traits.
Before you act, each character at your location is dealt 1d4 Fire damage.
If undefeated, suffer the scourge Curse of the Mummy.

Spoiler:
Bonestorm
MM
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm is immune to the Mental and Poison traits.
Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.

Barriers
Spoiler:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your 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, attempting a Strength 14 check instead of the listed check to defeat.

Spoiler:
Sky Pharaoh's Curse
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Arcane 15
OR Divine 14
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

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

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

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


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

Spoiler:
Venomous Heavy Crossbow +2
MM
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

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

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

Spoiler:
Striking Wing Scimitar
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; 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.
Recharge this card to move. You may not use this power during an encounter.

Spells
Spoiler:
Dune of Doom
MM
Spell 5
Traits:
Magic
Arcane
Divine
Attack
Bludgeoning
To Acquire:
Intelligence
Arcane
Wisdom
Divine 13
For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
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.

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

Spoiler:
Jolting Portent
MM
Spell 5
Traits:
Magic
Divine
Attack
Electricity
To Acquire:
Wisdom
Divine 12
For your combat check, discard this card to use your Divine skill + 3d8. If the bane has a power that happens before you act, add another 1d8. If it has a power that happens after you act, add another 1d8.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 14 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
Khamsin Coat
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Spoiler:
Falcon Crown
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 10
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.

Spoiler:
Canopic Wrap
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Items
Spoiler:
Canopic Jar
MM
Item 6
Traits:
Object
Magic
Undead
Mummy
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Recharge this card to draw a card that has the Undead trait from your discard pile.
Banish this card to add 3d12 to your check against a monster that has the Undead trait.

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

Spoiler:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
At the start of your turn, discard this card to move any number of characters to your location.
Display this card next to your location. While displayed, add 1d8 to Stealth checks by characters at this location. At the end of the turn, banish this card.

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

Spoiler:
Pure Holy Water
MM
Item 5
Traits:
Liquid
Magic
Divine
To Acquire:
Wisdom
Craft
Divine 12
Discard this card to evade a bane that has the Outsider or Undead trait.
Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

Allies
Spoiler:
Sophronia
MM
Ally 4
Traits:
Undead
Ghost
Incorporeal
To Acquire:
Charisma
Diplomacy 12
Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.

Spoiler:
Sand Elemental
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.

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

Spoiler:
Osirion Ancestor
MM
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 that card on the top or bottom of its deck. While displayed, you may recharge this card to add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

Spoiler:
Basif Iosep
MM
Ally 2
Traits:
Half-Elf
Shopkeeper
Aspis
To Acquire:
Charisma Diplomacy 6
At the start of your turn, recharge this card to draw 2 cards. If either card drawn has the Aspis trait, you may draw an additional card.
Discard this card to explore your location.

Blessings
Spoiler:
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

Spoiler:
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.

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

Spoiler:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Current Hour:

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

Hours Remaining: 30

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/MidnightLich:
Spoiler:
Hourglass Card 1 Hayato/MidnightLich
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 2 Radovan/Maelwys:
Spoiler:
Hourglass Card 2 Radovan/Maelwys
Blessing of Bastet
MM
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 3 Tarlin/SirDan:
Spoiler:
Hourglass Card 3 Tarlin/SirDan
Blessing of Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Hourglass Card 4 Damiel/sirrogue:
Spoiler:
Hourglass Card 4 Damiel/sirrogue
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
Hourglass Card 5 Hayato/MidnightLich:
Spoiler:
Hourglass Card 5 Hayato/MidnightLich
Canopic Soul
MM
Villain 5
Type: Monster
Traits:
Undead
Incorporeal
Sorcerer
To Defeat:
Combat 24
The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced.
After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.
Hourglass Card 6 Radovan/Maelwys:
Spoiler:
Hourglass Card 6 Radovan/Maelwys
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 7 Tarlin/SirDan:
Spoiler:
Hourglass Card 7 Tarlin/SirDan
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 8 Damiel/sirrogue:
Spoiler:
Hourglass Card 8 Damiel/sirrogue
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 9 Hayato/MidnightLich:
Spoiler:
Hourglass Card 9 Hayato/MidnightLich
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 10 Radovan/Maelwys:
Spoiler:
Hourglass Card 10 Radovan/Maelwys
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 11 Tarlin/SirDan:
Spoiler:
Hourglass Card 11 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 12 Damiel/sirrogue:
Spoiler:
Hourglass Card 12 Damiel/sirrogue
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 13 Hayato/MidnightLich:
Spoiler:
Hourglass Card 13 Hayato/MidnightLich
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 14 Radovan/Maelwys:
Spoiler:
Hourglass Card 14 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 15 Tarlin/SirDan:
Spoiler:
Hourglass Card 15 Tarlin/SirDan
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then 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.
Hourglass Card 16 Damiel/sirrogue:
Spoiler:
Hourglass Card 16 Damiel/sirrogue
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 17 Hayato/MidnightLich:
Spoiler:
Hourglass Card 17 Hayato/MidnightLich
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 18 Radovan/Maelwys:
Spoiler:
Hourglass Card 18 Radovan/Maelwys
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 19 Tarlin/SirDan:
Spoiler:
Hourglass Card 19 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 20 Damiel/sirrogue:
Spoiler:
Hourglass Card 20 Damiel/sirrogue
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 21 Hayato/MidnightLich:
Spoiler:
Hourglass Card 21 Hayato/MidnightLich
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 22 Radovan/Maelwys:
Spoiler:
Hourglass Card 22 Radovan/Maelwys
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 23 Tarlin/SirDan:
Spoiler:
Hourglass Card 23 Tarlin/SirDan
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 24 Damiel/sirrogue:
Spoiler:
Hourglass Card 24 Damiel/sirrogue
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 25 Hayato/MidnightLich:
Spoiler:
Hourglass Card 25 Hayato/MidnightLich
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 26 Radovan/Maelwys:
Spoiler:
Hourglass Card 26 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 27 Tarlin/SirDan:
Spoiler:
Hourglass Card 27 Tarlin/SirDan
Blessing of Bastet
MM
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 28 Damiel/sirrogue:
Spoiler:
Hourglass Card 28 Damiel/sirrogue
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 29 Hayato/MidnightLich:
Spoiler:
Hourglass Card 29 Hayato/MidnightLich
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 30 Radovan/Maelwys:
Spoiler:
Hourglass Card 30 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Location #1: Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Hayato/MidnightLich, Tarlin/SirDan, None

Guardian Vault Card 1:
Lightning Storm
MM
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.
Guardian Vault Card 2:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Guardian Vault Card 3:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Guardian Vault Card 4:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Guardian Vault Card 5:
Sunrod
MM
Item 4
Traits:
Staff
Attack
Alchemical
To Acquire:
Strength
Melee 10
OR Intelligence
Craft 12
For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.
Guardian Vault Card 6:
Kafar
MM
Ally B
Traits:
Trigger
Human
Rogue
Aspis
To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.
Guardian Vault Card 7:
Guardian Thunderbirds
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
If the check to defeat has the Ranged trait, the difficulty is increased by 3.
Guardian Vault Card 8:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
Guardian Vault Card 9:
Dagger of Doubling
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
Guardian Vault Card 10:
Alchemist's Kit
MM
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 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

Location #2: Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 1
Located/Displayed Here: None
Pleasure Barge Card 1:
Yeleth the Soulbinder
None
Villain B
Type: Monster
Traits:
Aristocrat
Mythic
Undead
Vampire
To Defeat:
Fortitude
Arcane
Knowledge
Divine
Perception
Diplomacy 33
Yeleth the Soulbinder is immune to the Mental and Poison traits.
Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.
Pleasure Barge Card 2:
Caustic Fog
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.
Pleasure Barge Card 3:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Pleasure Barge Card 4:
Pyromaniac Mage
MM
Ally 5
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane
Charisma
Diplomacy 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
Pleasure Barge Card 5:
Tomb Artisan
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 characters at your location. When you suffer a scourge, bury this card.
Pleasure Barge Card 6:
Effigy of Anubis
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Pleasure Barge Card 7:
Cleric of Nethys
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
Pleasure Barge Card 8:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Pleasure Barge Card 9:
Sedja
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
Pleasure Barge Card 10:
The Viper
MM
Ally 3
Traits:
Human
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 9
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Location #3: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Sepulcher of the Servant Card 1:
Holy Word Trap
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
Sepulcher of the Servant Card 2:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Sepulcher of the Servant Card 3:
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Sepulcher of the Servant Card 4:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Sepulcher of the Servant Card 5:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Sepulcher of the Servant Card 6:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Sepulcher of the Servant Card 7:
Caravan Raider
MM
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.
Sepulcher of the Servant Card 8:
Contract Devil
None
Henchman 6
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 23
OR Banish an Ally or Blessing
The Contract Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.
Sepulcher of the Servant Card 9:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Sepulcher of the Servant Card 10:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Location #4: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Radovan/Maelwys, None
Volcanic Vents Card 1:
Healer's Kit
MM
Item B
Traits:
Tool
Healing
To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck.
Volcanic Vents Card 2:
Sun Falcon
MM
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is discard from the blessings deck, banish it and draw a blessing from the box.
Volcanic Vents Card 3:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Volcanic Vents Card 4:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Volcanic Vents Card 5:
Sard
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
Volcanic Vents Card 6:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Volcanic Vents Card 7:
Blast Glyph
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Volcanic Vents Card 8:
Flaming Ranseur +3
MM
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Volcanic Vents Card 9:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Volcanic Vents Card 10:
Parade Armor
MM
Armor 5
Traits:
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

Location #5: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Ruined Temple Card 1:
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Ruined Temple Card 2:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
Ruined Temple Card 3:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Ruined Temple Card 4:
Tabe's Last Jest
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
Ruined Temple Card 5:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Ruined Temple Card 6:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Ruined Temple Card 7:
Twitch Tonic
MM
Item B
Traits:
Liquid
Alchemical
To Acquire:
IntelligenceCraft 6
Discard this card to examine the top card of your location deck, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
Ruined Temple Card 8:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Ruined Temple Card 9:
Flames of the Faithful
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
Ruined Temple Card 10:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

Location #6: Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Damiel/sirrogue, None
Vault of Hidden Wisdom Card 1:
Inevitable Trap
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.
Vault of Hidden Wisdom Card 2:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Vault of Hidden Wisdom Card 3:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Vault of Hidden Wisdom Card 4:
Ride the Lightning
MM
Spell 6
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 15
Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, you may move after the encounter. At the end of your turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 17 check to recharge it instead.
Vault of Hidden Wisdom Card 5:
Ambush
MM
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, examine your location deck until you find a monster; encounter it, subtracting 1 from each die you roll in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
If defeated, you may immediately explore again.
Vault of Hidden Wisdom Card 6:
Safety Bubble
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card next to your location. When a character at this location is dealt damage, reduce it by 1d4. When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 13 check to recharge it instead.
Vault of Hidden Wisdom Card 7:
Cenovath Swarm
MM
Monster 5
Traits:
Vermin
Swarm
Poison
To Defeat:
Combat 18
Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.
Vault of Hidden Wisdom Card 8:
Seer's Tea
MM
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 put them back in any order; otherwise, shuffle your location deck.
Vault of Hidden Wisdom Card 9:
Rolling Sphere
MM
Barrier 3
Traits:
Trap
Obstacle
To Defeat:
Dexterity
Acrobatics 12
OR Disable 9
Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.
Vault of Hidden Wisdom Card 10:
Chakram of Ruin
MM
Weapon 6
Traits:
Knife
Ranged
Slashing
Acid
Magic
To Acquire:
Dexterity
Ranged 13
For your combat check or your check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged skill + 1d8+3; you may additionally discard this card to add another 1d6+1.
During your encounter, discard this card to ignore a non-villain monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add 1d4+3 and the Acid trait.

Location #7: Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Peasant Tombs Card 1:
Iceblade Spelldagger
MM
Weapon 5
Traits:
Knife
Ranged
Piercing
Cold
Magic
To Acquire:
Dexterity
Ranged 12
OR Arcane
Divine 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.
Peasant Tombs Card 2:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
Peasant Tombs Card 3:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Peasant Tombs Card 4:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Peasant Tombs Card 5:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Peasant Tombs Card 6:
Dredge
MM
Ally B
Traits:
Halfling
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
Peasant Tombs Card 7:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
Peasant Tombs Card 8:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.
Peasant Tombs Card 9:
Venomous Heavy Crossbow +2
MM
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Peasant Tombs Card 10:
Brilliance of Ra
MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.

--------------

But first, Canopic Soul is encountered by a random person.

Player Order starting with Damiel: 1d4 ⇒ 3 Radovan

Canopic Soul:

MM Villain 5
Type: Monster
Traits: Undead Incorporeal Sorcerer
To Defeat: Combat 24
The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated. Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced. After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.


Which is a good choice as Radovan just ducks the encounter with his devilish luck.


Turn 1, under Blessing of the Lady of Graves...

Damiel steps cautiously into the Vault of Hidden Wisdom but still steps in the [ooc]Card 1: Inevitable Trap. The alchemist starts to try thinking his way out, but realizes following his instincts might be easier, so he chugs a bottle of Liquid Persuasion to enhance those.

Inevitable Trap CtD Wis 10: 1d6 + 1d10 + 7 ⇒ (1) + (1) + 7 = 9 Failure! Well, that's a grand way to start the AD7 promo scenario. Guess we're burning the box reroll early. :P

1d10 + 8 ⇒ (4) + 8 = 12 Success!

It's a near thing, but after an initial misstep, Damiel instinctively dodges around the dangerous parts of the trap and steps through to the other side. Awaiting him on the other side, the Everbloom offers him the chance to claim a Card 2: Blessing of Pharasma

Blessing of Pharasma CtA Int 5: 1d10 + 4 ⇒ (3) + 4 = 7 Success!

Damiel plucks it from its resting place without trouble, and given the hour, decides it's a good time to use it as a means of advancing further recharged, Pharasma hour.

The Lady of Graves guides Damiel down a narrow, almost hidden passage to an alcove housing a pedestal, a quill, and an Card 3: Infernal Contract. Suddenly regretting the impulsive shooting of his Persuasion draught, Damiel turns to more experimental alchemy, cracking open his Fire Lance to mix the gel inside with a stimulant and sniffing it.

Infernal Contract CtD Int 17: 1d10 + 4 + 1d12 + 3 ⇒ (10) + 4 + (7) + 3 = 24 Success!

The alchemist's heightened intellect allows him to initial the appropriate paragraphs and not sign any clauses that would cost him too much of himself or his will.

As soon as he furls the contract and tucks it into his coat, the walls begin shaking and the floor rumbling. The ceiling parts with a crash and random barrier to close: Collapsing Sphinx the sphinx statue on the roof of the vault rises up, then begins collapsing to pieces through the newly open roof. Time to go!

The rubble seems to be actively seeking to fall on Damiel, so the alchemist starts swiftly sneaking out the way he came. Feeling the charge from his last concoction waning, he reluctantly takes a very small sip of Bottled Lightning to literally charge his senses.

Collapsing Sphinx CtD Stealth 12: 1d12 + 7 + 1d10 + 4 ⇒ (3) + 7 + (10) + 4 = 24 Success!

Knowing exactly where to step and when is a huge advantage and the alchemist dives out of the collapsing structure just before the exit is sealed off.

Damiel, Mindchemist wrote:

Hand: Potion of Focus, Flame Cannon, Blessing of Wind and Waves, Blessing of the Starsong, Angelstep, Flask Thrower, Blessing of Maat, Lucky Rifle +2,

Displayed: Aspect of the Tiger, Infernal Contract,
Deck: 12 Discard: 3 Buried: 0
Hero Points: 9
NOTES:
Available Support:
Flask Thrower: 2d6 (and traits) to distant combat
Starsong: reroll all the dice
Maat: +/-3 or all d8s
Flame Cannon: 2d8 and Fire to any Combat anywhere
Movement: Box reroll for 4-7-Deal USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Dexterity +2 (5)
Acrobatics: Dexterity +3 (6)
Stealth: Dexterity +3 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Intelligence +3 (7)
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d4 ☐ +1

Favored Card: X
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
X
POWERS:
You may not play spells that have the Attack trait.
[X] When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).
[X] You may bury ([X] or discard) a card that has the Alchemical trait to add your Dexterity skill to your Intelligence ([X] or Wisdom or Charisma) check.

UPKEEP:
Vault of Hidden Wisdom Card 1 BANISHED.
Vault of Hidden Wisdom Card 1 ACQUIRED.
Vault of Hidden Wisdom Card 1 DISPLAYED.
Vault of Hidden Wisdom CLOSED.


Party | Samurai - Tier 1.3

Turn 2 under the Blessing of Maat...

Outside the Guardian Vault, a Lightning Storm erupts around me. I whisper a quick prayer to Gorum (discarding a Blessing of Gorum to explore) and duck inside. There, I find one of the Infernal Contracts we're looking for, but am ill prepared to deal with it. Time skips weirdly, and I am suddenly exhausted. I stop and rest.

Hayato wrote:

Hand: Jinfu, Cure, Frost Lance the Lesser +2, Shieldsplitter Lance, Defiant Nodachi +3,

Displayed: Four-Mirror Armor,
Deck: 18 Discard: 1 Buried: 0
Notes: 1 HP. BOX RE-ROLL: AVAILABLE.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [X] +2 [X] +3 [X] +4
Melee: Strength + 2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [X] +1 [X] +2
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size 4 [X] 5 [ ] 6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
On your first combat check of your turn, add 1d6 ([X] 1d10). ([X] If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your ([X] or a character at your location's) non-combat check against a ([ ] weapon or) monster, you may recharge a card to add 1d6 ([X] 1d10).
[X] When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile ([X] or recharge the card you played and put a random card from your discard pile on top of your deck.)
[ ] When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
[ ] When you are the only character at your location, add 1 ([ ] 2) to your checks.

Upkeep:
Guardian Vault card #1 is displayed at that location.
Guardian Vault card #2 is undefeated.
- Shuffle Guardian Vault.
- Discard top card of blessing deck.
- All characters must discard a blessing.


During This Adventure: The scourge die is 1d6+4
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

Display the scourge Curse of Daybane next to the scenario, all characters with a scourge next to their character deck also suffer Curse of Daybane.

Curse of Daybane:

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.

During This Scenario: 4-7: Yeleth of the First Bood - Deal

After creating the blessings deck, put the villain Canopic Soul on top of it.

When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.

When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck.

You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

Additional Rules:

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_


Curse of Withering
Spoiler:
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice. You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Scourge 3
Traits: Curse, Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.


Curse of the Sphinx
Spoiler:
Scourge 4
Traits: Curse Sphinx
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.


Curse of Blindness
Spoiler:
Scourge 5
Traits: Curse
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
If you already have Curse of Blindness displayed, banish this card.

Curse of the Mummy
Spoiler:

Scourge 6
Traits: Curse Undead Mummy
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.

Villain:
Yeleth the Soulbinder

Henchmen:
Contract Devil
Infernal Contracts

Infernal Contract - While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
* Damiel

Scenario Level (#): 7

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

Random Cards:

Monsters
Spoiler:
Bonestorm
MM
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17
The Bonestorm is immune to the Mental and Poison traits.
Damage dealt by the Bonestorm may only be reduced by no more than half (round up).
If you defeat the Bonestorm by less than 4, shuffle it into the deck it came from.

Spoiler:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Spoiler:
Bonecrusher Hunter
MM
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

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

Spoiler:
Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.

Barriers
Spoiler:
Poison Spiked Pit Trap
MM
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 undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
If defeated, you may explore your location.

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

Spoiler:
Killing Box
MM
Barrier 5
Traits:
Obstacle
Trap
Magic
Arcane
Acid
To Defeat:
Intelligence
Knowledge
Perception 13
OR Disable 15
If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

Spoiler:
Inevitable Trap
MM
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic
To Defeat:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it.
If undefeated, each character at your location summons and encounters the henchman Blightwing. Then banish this card.

Spoiler:
Symbol of Fear
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Weapons
Spoiler:
Striking Wing Scimitar
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; 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.
Recharge this card to move. You may not use this power during an encounter.

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

Spoiler:
Sling Staff +2
MM
Weapon 6
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Magic
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.
If proficient with weapons, discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to any combat check.

Spoiler:
Shock Glaive +1
MM
Weapon 1
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.

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

Spells
Spoiler:
Eruption
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Detonate
MM
Spell 3
Traits:
Magic
Arcane
Attack
To Acquire:
Intelligence
Arcane 10
For your combat check, you may discard this card to choose Acid, Cold, Electricity, Fire, or Poison and use your Arcane skill + 4d6 and add the chosen trait. After the check, you are dealt an amount of damage equal to the highest value you rolled; that damage is of the chosen type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge it instead of discarding it.

Spoiler:
Locate Object
MM
Spell 1
Traits:
Magic
Arcane
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 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:
Monstrous Physique
MM
Spell 5
Traits:
Magic
Arcane
To Acquire:
Intelligence
Arcane 13
Display this card next to a character's deck. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks, and reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move. At the end of the turn, if you do not have the Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.

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

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

Spoiler:
Clawhand Shield
MM
Armor 3
Traits:
Shield
Offhand
To Acquire:
Constitution
Fortitude 6
OR Melee 8
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
On your combat check, if you played a weapon, discard this card to add 1d4 and the Slashing trait.

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

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

Items
Spoiler:
Wand of Scorching Ray
MM
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane
To Acquire:
Intelligence
Arcane 8
For your combat check, bury this card to roll 4d6.
After playing this card, you may succeed at an Arcane 8 check to recharge this card instead of burying it.

Spoiler:
Anubis Staff
MM
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 a monster you encounter that has the Undead trait.

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

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

Spoiler:
Smoke Stick
MM
Item 1
Traits:
Tool
Alchemical
To Acquire:
Intelligence
Craft 8
At the start of your turn, discard this card to move any number of characters to your location.
Display this card next to your location. While displayed, add 1d8 to Stealth checks by characters at this location. At the end of the turn, banish this card.

Allies
Spoiler:
Maftet Hunter
MM
Ally 4
Traits:
Maftet
Hunter
To Acquire:
Charisma
Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check by a character at another location.
Discard this card to recharge any number of cards, then explore your location. During this exploration, when you encounter a monster, you may add 2d6 to your combat checks.

Spoiler:
Tomb Artisan
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 characters at your location. When you suffer a scourge, bury this card.

Spoiler:
Druid of the Hive
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.

Spoiler:
Qasin
MM
Ally 2
Traits:
Outsider
Psychopomp
To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

Spoiler:
Freed Soul
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.

Blessings
Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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
MM
Blessing B
Traits:
Divine
Ra
Fire
To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check.
Discard this card to add 2 dice to any 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 Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

Spoiler:
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Current Hour:

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

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Tarlin/SirDan:
Spoiler:
Hourglass Card 1 Tarlin/SirDan
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
Hourglass Card 2 Damiel/sirrogue:
Spoiler:
Hourglass Card 2 Damiel/sirrogue
Canopic Soul
MM
Villain 5
Type: Monster
Traits:
Undead
Incorporeal
Sorcerer
To Defeat:
Combat 24
The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced.
After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.
Hourglass Card 3 Hayato/MidnightLich:
Spoiler:
Hourglass Card 3 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 4 Radovan/Maelwys:
Spoiler:
Hourglass Card 4 Radovan/Maelwys
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 5 Tarlin/SirDan:
Spoiler:
Hourglass Card 5 Tarlin/SirDan
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 6 Damiel/sirrogue:
Spoiler:
Hourglass Card 6 Damiel/sirrogue
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 7 Hayato/MidnightLich:
Spoiler:
Hourglass Card 7 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 8 Radovan/Maelwys:
Spoiler:
Hourglass Card 8 Radovan/Maelwys
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 9 Tarlin/SirDan:
Spoiler:
Hourglass Card 9 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 10 Damiel/sirrogue:
Spoiler:
Hourglass Card 10 Damiel/sirrogue
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 11 Hayato/MidnightLich:
Spoiler:
Hourglass Card 11 Hayato/MidnightLich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 12 Radovan/Maelwys:
Spoiler:
Hourglass Card 12 Radovan/Maelwys
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then 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.
Hourglass Card 13 Tarlin/SirDan:
Spoiler:
Hourglass Card 13 Tarlin/SirDan
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 14 Damiel/sirrogue:
Spoiler:
Hourglass Card 14 Damiel/sirrogue
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 15 Hayato/MidnightLich:
Spoiler:
Hourglass Card 15 Hayato/MidnightLich
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 16 Radovan/Maelwys:
Spoiler:
Hourglass Card 16 Radovan/Maelwys
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 17 Tarlin/SirDan:
Spoiler:
Hourglass Card 17 Tarlin/SirDan
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 18 Damiel/sirrogue:
Spoiler:
Hourglass Card 18 Damiel/sirrogue
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 19 Hayato/MidnightLich:
Spoiler:
Hourglass Card 19 Hayato/MidnightLich
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 20 Radovan/Maelwys:
Spoiler:
Hourglass Card 20 Radovan/Maelwys
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 21 Tarlin/SirDan:
Spoiler:
Hourglass Card 21 Tarlin/SirDan
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 22 Damiel/sirrogue:
Spoiler:
Hourglass Card 22 Damiel/sirrogue
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 23 Hayato/MidnightLich:
Spoiler:
Hourglass Card 23 Hayato/MidnightLich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 24 Radovan/Maelwys:
Spoiler:
Hourglass Card 24 Radovan/Maelwys
Blessing of Bastet
MM
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 25 Tarlin/SirDan:
Spoiler:
Hourglass Card 25 Tarlin/SirDan
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 26 Damiel/sirrogue:
Spoiler:
Hourglass Card 26 Damiel/sirrogue
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 27 Hayato/MidnightLich:
Spoiler:
Hourglass Card 27 Hayato/MidnightLich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Location #1: Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Hayato/MidnightLich, Tarlin/SirDan, Lightning Storm is Displayed (card 1)

Guardian Vault Card 1 (Lightning Storm):
Lightning Storm
MM
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.
Guardian Vault Card 2:
Sunrod
MM
Item 4
Traits:
Staff
Attack
Alchemical
To Acquire:
Strength
Melee 10
OR Intelligence
Craft 12
For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.
Guardian Vault Card 3:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Guardian Vault Card 4:
Dagger of Doubling
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
Guardian Vault Card 5:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Guardian Vault Card 6:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
Guardian Vault Card 7:
Alchemist's Kit
MM
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 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Guardian Vault Card 8:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Guardian Vault Card 9:
Kafar
MM
Ally B
Traits:
Trigger
Human
Rogue
Aspis
To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.
Guardian Vault Card 10:
Guardian Thunderbirds
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
If the check to defeat has the Ranged trait, the difficulty is increased by 3.

Location #2: Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 1
Located/Displayed Here: None
Pleasure Barge Card 1:
Yeleth the Soulbinder
None
Villain B
Type: Monster
Traits:
Aristocrat
Mythic
Undead
Vampire
To Defeat:
Fortitude
Arcane
Knowledge
Divine
Perception
Diplomacy 33
Yeleth the Soulbinder is immune to the Mental and Poison traits.
Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.
Pleasure Barge Card 2:
Caustic Fog
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.
Pleasure Barge Card 3:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Pleasure Barge Card 4:
Pyromaniac Mage
MM
Ally 5
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane
Charisma
Diplomacy 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
Pleasure Barge Card 5:
Tomb Artisan
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 characters at your location. When you suffer a scourge, bury this card.
Pleasure Barge Card 6:
Effigy of Anubis
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Pleasure Barge Card 7:
Cleric of Nethys
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
Pleasure Barge Card 8:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Pleasure Barge Card 9:
Sedja
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
Pleasure Barge Card 10:
The Viper
MM
Ally 3
Traits:
Human
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 9
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Location #3: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Sepulcher of the Servant Card 1:
Holy Word Trap
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
Sepulcher of the Servant Card 2:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Sepulcher of the Servant Card 3:
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Sepulcher of the Servant Card 4:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Sepulcher of the Servant Card 5:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Sepulcher of the Servant Card 6:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Sepulcher of the Servant Card 7:
Caravan Raider
MM
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.
Sepulcher of the Servant Card 8:
Contract Devil
None
Henchman 6
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 23
OR Banish an Ally or Blessing
The Contract Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.
Sepulcher of the Servant Card 9:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Sepulcher of the Servant Card 10:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Location #4: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Radovan/Maelwys, None
Volcanic Vents Card 1:
Healer's Kit
MM
Item B
Traits:
Tool
Healing
To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw 1d4+1 cards that have the Healing trait from your discard pile. Then you may shuffle any number of cards that have the Healing trait into your deck.
Volcanic Vents Card 2:
Sun Falcon
MM
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is discard from the blessings deck, banish it and draw a blessing from the box.
Volcanic Vents Card 3:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Volcanic Vents Card 4:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Volcanic Vents Card 5:
Sard
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
Volcanic Vents Card 6:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Volcanic Vents Card 7:
Blast Glyph
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Volcanic Vents Card 8:
Flaming Ranseur +3
MM
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Volcanic Vents Card 9:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Volcanic Vents Card 10:
Parade Armor
MM
Armor 5
Traits:
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

Location #5: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Ruined Temple Card 1:
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Ruined Temple Card 2:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
Ruined Temple Card 3:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Ruined Temple Card 4:
Tabe's Last Jest
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
Ruined Temple Card 5:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Ruined Temple Card 6:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Ruined Temple Card 7:
Twitch Tonic
MM
Item B
Traits:
Liquid
Alchemical
To Acquire:
IntelligenceCraft 6
Discard this card to examine the top card of your location deck, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
Ruined Temple Card 8:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Ruined Temple Card 9:
Flames of the Faithful
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
Ruined Temple Card 10:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

Location #6: Vault of Hidden Wisdom
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/sirrogue, None

Location #7: Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Peasant Tombs Card 1:
Iceblade Spelldagger
MM
Weapon 5
Traits:
Knife
Ranged
Piercing
Cold
Magic
To Acquire:
Dexterity
Ranged 12
OR Arcane
Divine 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.
Peasant Tombs Card 2:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
Peasant Tombs Card 3:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Peasant Tombs Card 4:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Peasant Tombs Card 5:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Peasant Tombs Card 6:
Dredge
MM
Ally B
Traits:
Halfling
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
Peasant Tombs Card 7:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
Peasant Tombs Card 8:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.
Peasant Tombs Card 9:
Venomous Heavy Crossbow +2
MM
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Peasant Tombs Card 10:
Brilliance of Ra
MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.


Deck Handler

Off-turn, discard Blessing of the Starsong on Hayato's turn.

Turn 3, under the Blessing of Anubis

Free Exploration - Vents #1: Healer's Kit
Reveal Neferekhu for +2 dice
Check to Acquire - Wisdom 6: 3d6 ⇒ (6, 3, 5) = 14 - Acquired, display with Quang
Don't Piss off the Skull - Diplomacy 8: 1d8 + 6 ⇒ (5) + 6 = 11 - Placated

Discard Heister to explore - Vents #2: Sun Falcon
Encountered a bane with Fire, display a monster (Bonestorm, AD4) next to Norge.
Reveal Vampiric Backsword +3 for combat. +1d4 single-weapon style.
Check to defeat - Combat 11: 1d8 + 1d6 + 3 + 1d4 ⇒ (8) + (1) + 3 + (3) = 15 - Defeated, shuffled into blessings deck.
Defeated a monster, display a monster (Bonecrusher Hunter, AD0) next to Quang.
Defeated a monster, reload Vampiric Backsword to recharge: 1d2 ⇒ 2 Heister into my deck.

Draw 3 to reset my hand and end my turn.

Radovan, Pitbound Bodyguard wrote:

Hand: Vampiric Backsword +3, Sword Cane (Core), Adamantine Sai +2, Bloodbound Hat, Neferekhu, Dreamstalker,

Displayed: Healer's Kit (Quang, 0), Bonestorm (Norge, 4), Bonecrusher Hunter (Quang, 0),
Deck: 15 Discard: 1 Buried: 0
Hero Points: 3
NOTES:
Available Support: Local: Reduce all Ranged, Fire, and Poison damage by 1.
Local: Reduce all damage from a Summoned monster by 1.
Use Blessings sparingly

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Elyana, Isiem, Ring of Regeneration, Mask of Stolen Mein, Blessing of Anubis (2), Blessing of Anubis, Blessing of Abadar, Blessing of the Mantis God, Red Leathers, Gravewatcher Chain Mail, Blessing of the Midnight Lord, Sand Elemental, Vizier, Quick-Change Mask
Recharged: Heister,
Discard Pile: Blessing of the Starsong,
Buried Pile:

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Acrobatics: Dexterity +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☑ +2
Diplomacy: Charisma +2
Perception: Diplomacy

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ( or 2 devil forms) ( or 3 devil forms). Once per turn, when a local character suffers damage from a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (☐ 1d6); add another 1d4 (☐ 1d12) if you did not play a weapon.
When you suffer ( or a local character suffers) Fire, Poison, or Ranged Combat damage ( or damage from a summoned monster), reduce it by 1 (☐ 2) (☐ 3).
☐ When a local character would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
When a monster encountered by a local character is undefeated ( or when you defeat a monster) display a new monster next to a displayed devil form.


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.


Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


Norge:
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.


Acquired Vents #1, shuffled Vents #2 into Blessings deck.


During This Adventure: The scourge die is 1d6+4
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

Display the scourge Curse of Daybane next to the scenario, all characters with a scourge next to their character deck also suffer Curse of Daybane.

Curse of Daybane:

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.

During This Scenario: 4-7: Yeleth of the First Bood - Deal

After creating the blessings deck, put the villain Canopic Soul on top of it.

When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.

When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck.

You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

Additional Rules:

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_


Curse of Withering
Spoiler:
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice. You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Scourge 3
Traits: Curse, Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.


Curse of the Sphinx
Spoiler:
Scourge 4
Traits: Curse Sphinx
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.


Curse of Blindness
Spoiler:
Scourge 5
Traits: Curse
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
If you already have Curse of Blindness displayed, banish this card.

Curse of the Mummy
Spoiler:

Scourge 6
Traits: Curse Undead Mummy
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.

Villain:
Yeleth the Soulbinder

Henchmen:
Contract Devil
Infernal Contracts

Infernal Contract - While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
* Damiel

Scenario Level (#): 7

Turn: 4, Tarlin/SirDan

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:
Cenovath Swarm
MM
Monster 5
Traits:
Vermin
Swarm
Poison
To Defeat:
Combat 18
Before you act, bury a random ally. You are dealt an amount of Mental damage equal to its adventure deck number; this damage cannot be reduced.
If you do not defeat the Cenovath Swarm by at least 4, shuffle it into the deck it came from; it is still defeated.

Spoiler:
Vanth
MM
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.

Spoiler:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

Spoiler:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.

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

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

Spoiler:
Fiendish Sphinx
MM
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.
If undefeated, recharge your hand, then reset your hand, then summon and encounter the henchman Warrior Dolls.

Spoiler:
Killing Box
MM
Barrier 5
Traits:
Obstacle
Trap
Magic
Arcane
Acid
To Defeat:
Intelligence
Knowledge
Perception 13
OR Disable 15
If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

Spoiler:
Sky Pharaoh's Curse
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Arcane 15
OR Divine 14
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

Spoiler:
Steel Scorpion
MM
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13
If undefeated, you are dealt 1d4 Poison damage, then display this card next to your deck. While displayed, you may not move. At the end of your turn, a character at your location may succeed at the check to defeat this barrier to banish this card.

Weapons
Spoiler:
Axe of the Imperative
MM
Weapon 5
Traits:
Axe
Melee
Slashing
Magic
To Acquire:
Strength
Melee
Perception 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

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

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

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

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

Spells
Spoiler:
Eruption
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Corrosion
MM
Spell 2
Traits:
Magic
Arcane
Divine
Acid
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier.
Discard this card to add 1 die, or to any check against a monster that has the Construct or Undead trait.
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 9 check to recharge this card instead of discarding it.

Spoiler:
Whip of Centipedes
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may use the result for any subsequent combat checks against the same bane. If proficient with weapons, and you fail any check against the bane, the bane does not deal damage.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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

Spoiler:
Good Omen
MM
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.

Armors
Spoiler:
Shield Cloak
MM
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 play another armor.

Spoiler:
Aegis of Recovery
MM
Armor 5
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 12
At the end of your turn, reveal this card to recharge a random card from your discard pile.
Recharge this card to add 1 die to your Constitution or Fortitude non-combat check.
Recharge this card to reduce Acid, Cold, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

Spoiler:
Falcon Crown
MM
Armor 4
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Wisdom
Divine 10
Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor.
For your combat check, recharge this card to use your Arcane or Divine skill + 2d6; this counts as playing a spell. If the bane has the Undead trait, you may additionally bury this card to add another 1d6.
If proficient with light armors, you may recharge this card when you play a spell.

Spoiler:
Gravewatcher Chain Mail
MM
Armor 6
Traits:
Light Armor
Magic
Pharasma
To Acquire:
Constitution
Fortitude
Wisdom
Divine 13
Reveal this card to reduce all damage dealt to you by 3.
Recharge this card to add 1 die to a check that invokes the Undead trait by a character at your location.
When any character plays a blessing that has the Pharasma trait on a check, recharge this card to add 1 die.
If proficient with light armors, recharge this card to examine the top card of your deck.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

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

Items
Spoiler:
Hand of Glory
MM
Item 6
Traits:
Accessory
Magic
Gambling
Mummy
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.

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

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

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

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

Allies
Spoiler:
Druid of the Hive
MM
Ally B
Traits:
Thriae
Druid
Veteran
Poison
To Acquire:
Charisma
Diplomacy 7
Discard this card to ignore a bane's immunity to the Acid and Poison traits.
Discard this card to explore your location. During this exploration, add 2 plus the scenario's adventure deck number to your combat checks; if your combat check invokes the Poison or Swarm trait, add another 1d4.

Spoiler:
Sophronia
MM
Ally 4
Traits:
Undead
Ghost
Incorporeal
To Acquire:
Charisma
Diplomacy 12
Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.

Spoiler:
Druid of the Storm
MM
Ally 2
Traits:
Human
Druid
Veteran
To Acquire:
Divine 7
OR Charisma
Diplomacy 9
Discard this card to add 1d4 and the Electricity trait to your combat check.
Discard this card to explore your location. During this exploration, ignore banes' immunity to the Electricity trait; add 2 plus the scenario's adventure deck number and the Electricity trait to your combat checks.

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

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

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

Spoiler:
Blessing of Bastet
MM
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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 Anubis
MM
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy
To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check.
Discard this card to add 2 dice to any check against a bane that has the Mummy or Undead trait; ignore the bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.

Current Hour:

Blessing of the Ancients:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Hours Remaining: 27

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Damiel/sirrogue:
Spoiler:
Hourglass Card 1 Damiel/sirrogue
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 2 Hayato/MidnightLich:
Spoiler:
Hourglass Card 2 Hayato/MidnightLich
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 3 Radovan/Maelwys:
Spoiler:
Hourglass Card 3 Radovan/Maelwys
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 4 Tarlin/SirDan:
Spoiler:
Hourglass Card 4 Tarlin/SirDan
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 5 Damiel/sirrogue:
Spoiler:
Hourglass Card 5 Damiel/sirrogue
Sun Falcon
MM
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is discard from the blessings deck, banish it and draw a blessing from the box.
Hourglass Card 6 Hayato/MidnightLich:
Spoiler:
Hourglass Card 6 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 7 Radovan/Maelwys:
Spoiler:
Hourglass Card 7 Radovan/Maelwys
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 8 Tarlin/SirDan:
Spoiler:
Hourglass Card 8 Tarlin/SirDan
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 9 Damiel/sirrogue:
Spoiler:
Hourglass Card 9 Damiel/sirrogue
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 10 Hayato/MidnightLich:
Spoiler:
Hourglass Card 10 Hayato/MidnightLich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 11 Radovan/Maelwys:
Spoiler:
Hourglass Card 11 Radovan/Maelwys
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 12 Tarlin/SirDan:
Spoiler:
Hourglass Card 12 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 13 Damiel/sirrogue:
Spoiler:
Hourglass Card 13 Damiel/sirrogue
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 14 Hayato/MidnightLich:
Spoiler:
Hourglass Card 14 Hayato/MidnightLich
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then 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.
Hourglass Card 15 Radovan/Maelwys:
Spoiler:
Hourglass Card 15 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 16 Tarlin/SirDan:
Spoiler:
Hourglass Card 16 Tarlin/SirDan
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 17 Damiel/sirrogue:
Spoiler:
Hourglass Card 17 Damiel/sirrogue
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
Hourglass Card 18 Hayato/MidnightLich:
Spoiler:
Hourglass Card 18 Hayato/MidnightLich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 19 Radovan/Maelwys:
Spoiler:
Hourglass Card 19 Radovan/Maelwys
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 20 Tarlin/SirDan:
Spoiler:
Hourglass Card 20 Tarlin/SirDan
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 21 Damiel/sirrogue:
Spoiler:
Hourglass Card 21 Damiel/sirrogue
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 22 Hayato/MidnightLich:
Spoiler:
Hourglass Card 22 Hayato/MidnightLich
Canopic Soul
MM
Villain 5
Type: Monster
Traits:
Undead
Incorporeal
Sorcerer
To Defeat:
Combat 24
The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced.
After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.
Hourglass Card 23 Radovan/Maelwys:
Spoiler:
Hourglass Card 23 Radovan/Maelwys
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 24 Tarlin/SirDan:
Spoiler:
Hourglass Card 24 Tarlin/SirDan
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 25 Damiel/sirrogue:
Spoiler:
Hourglass Card 25 Damiel/sirrogue
Blessing of Bastet
MM
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 26 Hayato/MidnightLich:
Spoiler:
Hourglass Card 26 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 27 Radovan/Maelwys:
Spoiler:
Hourglass Card 27 Radovan/Maelwys
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Location #1: Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Hayato/MidnightLich, Tarlin/SirDan, Lightning Storm is Displayed (card 1)

Guardian Vault Card 1 (Lightning Storm):
Lightning Storm
MM
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.
Guardian Vault Card 2:
Sunrod
MM
Item 4
Traits:
Staff
Attack
Alchemical
To Acquire:
Strength
Melee 10
OR Intelligence
Craft 12
For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6.
Guardian Vault Card 3:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Guardian Vault Card 4:
Dagger of Doubling
MM
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4, then search your deck for a weapon that has the Knife trait and draw it.
On your combat check, if you played another weapon, discard this card to add 2d4.
Guardian Vault Card 5:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Guardian Vault Card 6:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
Guardian Vault Card 7:
Alchemist's Kit
MM
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 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Guardian Vault Card 8:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Guardian Vault Card 9:
Kafar
MM
Ally B
Traits:
Trigger
Human
Rogue
Aspis
To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.
Guardian Vault Card 10:
Guardian Thunderbirds
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
If the check to defeat has the Ranged trait, the difficulty is increased by 3.

Location #2: Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 1
Located/Displayed Here: None
Pleasure Barge Card 1:
Yeleth the Soulbinder
None
Villain B
Type: Monster
Traits:
Aristocrat
Mythic
Undead
Vampire
To Defeat:
Fortitude
Arcane
Knowledge
Divine
Perception
Diplomacy 33
Yeleth the Soulbinder is immune to the Mental and Poison traits.
Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.
Pleasure Barge Card 2:
Caustic Fog
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.
Pleasure Barge Card 3:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Pleasure Barge Card 4:
Pyromaniac Mage
MM
Ally 5
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane
Charisma
Diplomacy 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
Pleasure Barge Card 5:
Tomb Artisan
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 characters at your location. When you suffer a scourge, bury this card.
Pleasure Barge Card 6:
Effigy of Anubis
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Pleasure Barge Card 7:
Cleric of Nethys
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
Pleasure Barge Card 8:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Pleasure Barge Card 9:
Sedja
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
Pleasure Barge Card 10:
The Viper
MM
Ally 3
Traits:
Human
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 9
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Location #3: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Sepulcher of the Servant Card 1:
Holy Word Trap
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
Sepulcher of the Servant Card 2:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Sepulcher of the Servant Card 3:
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Sepulcher of the Servant Card 4:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Sepulcher of the Servant Card 5:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Sepulcher of the Servant Card 6:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Sepulcher of the Servant Card 7:
Caravan Raider
MM
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.
Sepulcher of the Servant Card 8:
Contract Devil
None
Henchman 6
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 23
OR Banish an Ally or Blessing
The Contract Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.
Sepulcher of the Servant Card 9:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Sepulcher of the Servant Card 10:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Location #4: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Radovan/Maelwys, None
Volcanic Vents Card 1:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Volcanic Vents Card 2:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Volcanic Vents Card 3:
Sard
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
Volcanic Vents Card 4:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Volcanic Vents Card 5:
Blast Glyph
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Volcanic Vents Card 6:
Flaming Ranseur +3
MM
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Volcanic Vents Card 7:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Volcanic Vents Card 8:
Parade Armor
MM
Armor 5
Traits:
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

Location #5: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Ruined Temple Card 1:
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Ruined Temple Card 2:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
Ruined Temple Card 3:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Ruined Temple Card 4:
Tabe's Last Jest
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
Ruined Temple Card 5:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Ruined Temple Card 6:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Ruined Temple Card 7:
Twitch Tonic
MM
Item B
Traits:
Liquid
Alchemical
To Acquire:
IntelligenceCraft 6
Discard this card to examine the top card of your location deck, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
Ruined Temple Card 8:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Ruined Temple Card 9:
Flames of the Faithful
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
Ruined Temple Card 10:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

Location #6: Vault of Hidden Wisdom
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/sirrogue, None

Location #7: Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Peasant Tombs Card 1:
Iceblade Spelldagger
MM
Weapon 5
Traits:
Knife
Ranged
Piercing
Cold
Magic
To Acquire:
Dexterity
Ranged 12
OR Arcane
Divine 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.
Peasant Tombs Card 2:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
Peasant Tombs Card 3:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Peasant Tombs Card 4:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Peasant Tombs Card 5:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Peasant Tombs Card 6:
Dredge
MM
Ally B
Traits:
Halfling
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
Peasant Tombs Card 7:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
Peasant Tombs Card 8:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.
Peasant Tombs Card 9:
Venomous Heavy Crossbow +2
MM
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Peasant Tombs Card 10:
Brilliance of Ra
MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.


GenCon Open Champion

Tarlin starts out dodging bolts of lightning.

1d4 ⇒ 1. Into the Rhino Hide Armor. Then the storm moves to 1d7 ⇒ 7 the Peasant Tombs.

Might as well look about here for something shiny. Oo! A Shiny!

Check to Acquire Sunrod Melee 10: 1d10 + 6 ⇒ (1) + 6 = 7. This one's broken.

Oathkeeper says Keep Going!

A Blessing of the Ancients is impossible for Tarlin to miss, so get it and use it to Keep Going!

There's a Dagger of Doubling here, but Tarlin has no hand-eye coordination and it falls into a sewer drain.

Tarlin the Tired wrote:

Hand: Defiant Nodachi +3, Tripartite Spear +2, Dwarven Earthbreaker +1, Rhino Hide Armor, Holy Feast, Cartouche of Protection, Blessing of Iomedae 1,

Displayed: Freed Soul,
Deck: 14 Discard: 0 Buried: 0
Current Location: Guardian Vault
Hero Points: 2
NOTES:
Available Support: Healing available locally
Other: Blessings of Iomedae recharge, use away.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Life Lantern, Augury, Blessing of the Dawnflower, Remove Curse, Blessing of Iomedae 2, Jorgenfist Spear, Greatclub +3, Blessing of Anubis, Blessing of Iomedae 3, Scrying, Blessing of the Inheritor, Hatchetbird
Recharged: Blessing of the Ancients, Blessing of the Oathkeeper,
Discard Pile:
Buried Pile:

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
Divne: Wisdom +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☑ 6 ☑ 7
Proficiencies:
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 (☑ or recharge) an armor to return a weapon from your discard pile to your hand.
☑ You may recharge a weapon to recharge a random card from your discard pile.
☑ When you play Blessing of Iomedae, you may recharge it (☑ or shuffle it into your deck) instead of discarding it.

Character Sheet.

Upkeep:
Guardian Vault Card 1 (Lightning Storm) moves to the Peasant Tombs
Guardian Vault Card 2 banished
Guardian Vault Card 3 acquired
Guardian Vault Card 4 banished


During This Adventure: The scourge die is 1d6+4
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

Display the scourge Curse of Daybane next to the scenario, all characters with a scourge next to their character deck also suffer Curse of Daybane.

Curse of Daybane:

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.

During This Scenario: 4-7: Yeleth of the First Bood - Deal

After creating the blessings deck, put the villain Canopic Soul on top of it.

When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.

When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck.

You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

Additional Rules:

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_


Curse of Withering
Spoiler:
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice. You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Scourge 3
Traits: Curse, Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.


Curse of the Sphinx
Spoiler:
Scourge 4
Traits: Curse Sphinx
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.


Curse of Blindness
Spoiler:
Scourge 5
Traits: Curse
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
If you already have Curse of Blindness displayed, banish this card.

Curse of the Mummy
Spoiler:

Scourge 6
Traits: Curse Undead Mummy
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.

Villain:
Yeleth the Soulbinder

Henchmen:
Contract Devil
Infernal Contracts

Infernal Contract - While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
* Damiel

Scenario Level (#): 7

Turn: 5, 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:
Guecubu
MM
Monster 3
Traits:
Undead
To Defeat:
Combat 15
The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.

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

Spoiler:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.

Spoiler:
Dark Stalker
MM
Monster 2
Traits:
Caligni
Veteran
To Defeat:
Combat 12
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if the result of the check to defeat did not exceed the difficulty by at least 3, each character at your location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.

Spoiler:
Girtablilu Ranger
MM
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it; the difficulty to defeat is increased by 3.
Before you act, you are dealt 1d4 Poison damage.

Barriers
Spoiler:
Collapsing Sphinx
MM
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12
When you examine this card, recharge your hand, then reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at your 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, attempting a Strength 14 check instead of the listed check to defeat.

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

Spoiler:
Eternal Captives
MM
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8
Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.

Spoiler:
Symbol of Fear
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise, encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

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

Weapons
Spoiler:
Shocking Scimitar +2
MM
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic
To Acquire:
Strength
Melee 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.

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

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

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

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

Spells
Spoiler:
Locate Object
MM
Spell 1
Traits:
Magic
Arcane
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 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:
Eruption
MM
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 4d6; ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spoiler:
Canopic Conversion
MM
Spell 6
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed, you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check.
When you would discard this card for its power, if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

Spoiler:
Good Omen
MM
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:
Stone Skin
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. 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 succeed at an Arcane or Divine 9 check to recharge it instead.

Armors
Spoiler:
Canopic Wrap
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

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

Spoiler:
Gravewatcher Chain Mail
MM
Armor 6
Traits:
Light Armor
Magic
Pharasma
To Acquire:
Constitution
Fortitude
Wisdom
Divine 13
Reveal this card to reduce all damage dealt to you by 3.
Recharge this card to add 1 die to a check that invokes the Undead trait by a character at your location.
When any character plays a blessing that has the Pharasma trait on a check, recharge this card to add 1 die.
If proficient with light armors, recharge this card to examine the top card of your deck.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.

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

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

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

Spoiler:
Frost Staff
MM
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:
Ring of Energy Resistance
MM
Item 6
Traits:
Accessory
Magic
To Acquire:
Constitution
Fortitude 8
OR Intelligence
Arcane 9
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

Allies
Spoiler:
Qasin
MM
Ally 2
Traits:
Outsider
Psychopomp
To Acquire:
Charisma
Diplomacy
Divine 10
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

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

Spoiler:
Freed Soul
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.

Spoiler:
Meehr Zet
MM
Ally B
Traits:
Dwarf
Aristocrat
Hireling
To Acquire:
Charisma
Diplomacy 7
Bury this card to draw 1d4+1 allies that do not have the Animal trait from your discard pile.
Discard this card to explore your location. During this exploration, add 1d8 to your Diplomacy checks.

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

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

Spoiler:
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then 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 Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Current Hour:

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

Hours Remaining: 26

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Hayato/MidnightLich:
Spoiler:
Hourglass Card 1 Hayato/MidnightLich
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 2 Radovan/Maelwys:
Spoiler:
Hourglass Card 2 Radovan/Maelwys
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 3 Tarlin/SirDan:
Spoiler:
Hourglass Card 3 Tarlin/SirDan
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 4 Damiel/sirrogue:
Spoiler:
Hourglass Card 4 Damiel/sirrogue
Sun Falcon
MM
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait. If the check to defeat has the Cold trait, add 1d8. All damage dealt by the Sun Falcon is Fire damage.
If defeated, shuffle the Sun Falcon into the blessings deck.
When this card is discard from the blessings deck, banish it and draw a blessing from the box.
Hourglass Card 5 Hayato/MidnightLich:
Spoiler:
Hourglass Card 5 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 6 Radovan/Maelwys:
Spoiler:
Hourglass Card 6 Radovan/Maelwys
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 7 Tarlin/SirDan:
Spoiler:
Hourglass Card 7 Tarlin/SirDan
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 8 Damiel/sirrogue:
Spoiler:
Hourglass Card 8 Damiel/sirrogue
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 9 Hayato/MidnightLich:
Spoiler:
Hourglass Card 9 Hayato/MidnightLich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 10 Radovan/Maelwys:
Spoiler:
Hourglass Card 10 Radovan/Maelwys
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 11 Tarlin/SirDan:
Spoiler:
Hourglass Card 11 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 12 Damiel/sirrogue:
Spoiler:
Hourglass Card 12 Damiel/sirrogue
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 13 Hayato/MidnightLich:
Spoiler:
Hourglass Card 13 Hayato/MidnightLich
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then 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.
Hourglass Card 14 Radovan/Maelwys:
Spoiler:
Hourglass Card 14 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 15 Tarlin/SirDan:
Spoiler:
Hourglass Card 15 Tarlin/SirDan
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 16 Damiel/sirrogue:
Spoiler:
Hourglass Card 16 Damiel/sirrogue
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
Hourglass Card 17 Hayato/MidnightLich:
Spoiler:
Hourglass Card 17 Hayato/MidnightLich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 18 Radovan/Maelwys:
Spoiler:
Hourglass Card 18 Radovan/Maelwys
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 19 Tarlin/SirDan:
Spoiler:
Hourglass Card 19 Tarlin/SirDan
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 20 Damiel/sirrogue:
Spoiler:
Hourglass Card 20 Damiel/sirrogue
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 21 Hayato/MidnightLich:
Spoiler:
Hourglass Card 21 Hayato/MidnightLich
Canopic Soul
MM
Villain 5
Type: Monster
Traits:
Undead
Incorporeal
Sorcerer
To Defeat:
Combat 24
The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced.
After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.
Hourglass Card 22 Radovan/Maelwys:
Spoiler:
Hourglass Card 22 Radovan/Maelwys
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 23 Tarlin/SirDan:
Spoiler:
Hourglass Card 23 Tarlin/SirDan
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 24 Damiel/sirrogue:
Spoiler:
Hourglass Card 24 Damiel/sirrogue
Blessing of Bastet
MM
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 25 Hayato/MidnightLich:
Spoiler:
Hourglass Card 25 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 26 Radovan/Maelwys:
Spoiler:
Hourglass Card 26 Radovan/Maelwys
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.

Location #1: Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Hayato/MidnightLich, Tarlin/SirDan,

Guardian Vault Card 1:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Guardian Vault Card 2:
Curse of the Netheshuun
MM
Barrier 6
Traits:
Trigger
Curse
Undead
Cold
Magic
To Defeat:
Wisdom
Divine 16
OR Dexterity
Disable 17
When you examine this card, succeed at a Charisma or Diplomacy 10 check or encounter this card.
If undefeated, each character at your location is dealt 1d6 Cold damage then suffers a scourge.
Guardian Vault Card 3:
Alchemist's Kit
MM
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 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Guardian Vault Card 4:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Guardian Vault Card 5:
Kafar
MM
Ally B
Traits:
Trigger
Human
Rogue
Aspis
To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.
Guardian Vault Card 6:
Guardian Thunderbirds
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
If the check to defeat has the Ranged trait, the difficulty is increased by 3.

Location #2: Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 1
Located/Displayed Here: None
Pleasure Barge Card 1:
Yeleth the Soulbinder
None
Villain B
Type: Monster
Traits:
Aristocrat
Mythic
Undead
Vampire
To Defeat:
Fortitude
Arcane
Knowledge
Divine
Perception
Diplomacy 33
Yeleth the Soulbinder is immune to the Mental and Poison traits.
Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.
Pleasure Barge Card 2:
Caustic Fog
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.
Pleasure Barge Card 3:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Pleasure Barge Card 4:
Pyromaniac Mage
MM
Ally 5
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane
Charisma
Diplomacy 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
Pleasure Barge Card 5:
Tomb Artisan
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 characters at your location. When you suffer a scourge, bury this card.
Pleasure Barge Card 6:
Effigy of Anubis
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Pleasure Barge Card 7:
Cleric of Nethys
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
Pleasure Barge Card 8:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Pleasure Barge Card 9:
Sedja
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
Pleasure Barge Card 10:
The Viper
MM
Ally 3
Traits:
Human
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 9
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Location #3: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 3 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Sepulcher of the Servant Card 1:
Holy Word Trap
MM
Barrier 5
Traits:
Trigger
Trap
Magic
Divine
To Defeat:
Wisdom
Divine 11
OR Intelligence
Perception 13
When you examine this card, discard all cards that have the Cold, Mummy, or Undead trait, then encounter this card.
If undefeated, each character at your location is dealt 1d4 Fire damage, then shuffle a barrier from the box into your location deck.
Sepulcher of the Servant Card 2:
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Sepulcher of the Servant Card 3:
Royal Naga
MM
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
You may succeed at a Stealth 8 check to evade the Royal Naga.
For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.
If the check to defeat has the Cold trait, add 1d8.
Sepulcher of the Servant Card 4:
Living Sandstorms
MM
Monster 5
Traits:
Trigger
Elemental
Outsider
To Defeat:
Combat 18
When you examine this card, each character at your location must succeed at a Dexterity or Stealth 13 check or that character is dealt 1d4 Combat damage.
The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Sepulcher of the Servant Card 5:
Chain Lightning
MM
Spell 3
Traits:
Magic
Arcane
Attack
Electricity
To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Sepulcher of the Servant Card 6:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Sepulcher of the Servant Card 7:
Caravan Raider
MM
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.
Sepulcher of the Servant Card 8:
Contract Devil
None
Henchman 6
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 23
OR Banish an Ally or Blessing
The Contract Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.
Sepulcher of the Servant Card 9:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Sepulcher of the Servant Card 10:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Location #4: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Radovan/Maelwys, None
Volcanic Vents Card 1:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.
Volcanic Vents Card 2:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Volcanic Vents Card 3:
Sard
MM
Monster 6
Traits:
Plant
Electricity
Poison
To Defeat:
Combat 23
The Sard is immune to the Electricity, Mental, and Poison traits.
After you act, each character at your location is dealt 1d4+1 Electricity damage, then 1d4 Poison damage.
Volcanic Vents Card 4:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Volcanic Vents Card 5:
Blast Glyph
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Volcanic Vents Card 6:
Flaming Ranseur +3
MM
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Volcanic Vents Card 7:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Volcanic Vents Card 8:
Parade Armor
MM
Armor 5
Traits:
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

Location #5: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Ruined Temple Card 1:
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Ruined Temple Card 2:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
Ruined Temple Card 3:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Ruined Temple Card 4:
Tabe's Last Jest
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
Ruined Temple Card 5:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Ruined Temple Card 6:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Ruined Temple Card 7:
Twitch Tonic
MM
Item B
Traits:
Liquid
Alchemical
To Acquire:
IntelligenceCraft 6
Discard this card to examine the top card of your location deck, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
Ruined Temple Card 8:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Ruined Temple Card 9:
Flames of the Faithful
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
Ruined Temple Card 10:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

Location #6: Vault of Hidden Wisdom
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Damiel/sirrogue, None

Location #7: Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Lightning Storm is Displayed (card 1)

Peasant Tombs Card 1 (Lightning Storm):
Lightning Storm
MM
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.
Peasant Tombs Card 2:
Iceblade Spelldagger
MM
Weapon 5
Traits:
Knife
Ranged
Piercing
Cold
Magic
To Acquire:
Dexterity
Ranged 12
OR Arcane
Divine 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.
Peasant Tombs Card 3:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
Peasant Tombs Card 4:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Peasant Tombs Card 5:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Peasant Tombs Card 6:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Peasant Tombs Card 7:
Dredge
MM
Ally B
Traits:
Halfling
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
Peasant Tombs Card 8:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
Peasant Tombs Card 9:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.
Peasant Tombs Card 10:
Venomous Heavy Crossbow +2
MM
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Peasant Tombs Card 11:
Brilliance of Ra
MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.


Turn 5, under Blessing of the Elements...

Damiel heads to the Sepulcher of the Servant and prepares to fight some undead. Instead he finds a [ooc]Card 1: Holy Word Trap. Damiel takes a hit of some mindchemistry and adds his nimble dexterity to his vast intellect.

Holy Word Trap CtD Int 13: 1d10 + 4 + 1d12 + 3 ⇒ (1) + 4 + (9) + 3 = 17 Success!

Damiel waltzes through the trap with a superior gate, then follows his boon of the Starsong to his reward, a Card 2: Blessing of the Lady of Graves. Damiel isn't too divine, but he does down a Potion of Focus to augment that.

Blessing of the Lady of Graves CtA Divine 10: 1d4 + 1d10 + 7 ⇒ (4) + (7) + 7 = 18 Success!

Damiel feels pretty smug about his success, preparing to use the boon to move onward...until he discovers this blessing doesn't explore. Meh. He plops down and chews some Angelstep in irritation.

Angelstep heal: 1d4 + 1 ⇒ (2) + 1 = 3 Damiel, Mindchemist is healed for 3: (Blessing of Wind and Waves, Fire Lance, Blessing of the Everbloom). Deck shuffled.

Damiel, Mindchemist wrote:

Hand: Blessing of the Lady of Graves, Flame Cannon, Fuse Grenade, Blessed Bullet, Aspect of the Bull, Blessing of Maat, Lucky Rifle +2,

Displayed: Aspect of the Tiger, Infernal Contract,
Deck: 14 Discard: 3 Buried: 0
Hero Points: 9
NOTES:
Available Support:
Lady of Graves: 2 dice vs undead
Maat: +/-3 or all d8s
Flame Cannon: 2d8 and Fire to any Combat anywhere
Movement: Box reroll for 4-7-Deal USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Dexterity +2 (5)
Acrobatics: Dexterity +3 (6)
Stealth: Dexterity +3 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Intelligence +3 (7)
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d4 ☐ +1

Favored Card: X
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
X
POWERS:
You may not play spells that have the Attack trait.
[X] When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).
[X] You may bury ([X] or discard) a card that has the Alchemical trait to add your Dexterity skill to your Intelligence ([X] or Wisdom or Charisma) check.

UPKEEP:
Sepulcher of the Servant Card 1 BANISHED.
Sepulcher of the Servant Card 1 ACQUIRED.


Party | Samurai - Tier 1.3

Turn 7 under the Blessing of Horus...

I decide to head somewhere with a few more monsters, and make my way to the Sepulcher of the Servant. I walk past Damiel as he chews on one of his herbs, round a corner, and am confronted with a Royal Naga. Choose a random weapon from my hand for 1st attack - 1d3 ⇒ 2 - Shieldsplitter Lance. I'm not sure how, but I find my Shieldsplitter Lance in hand, so I charge the creature. Check to Defeat #1 - Combat 16: 1d10 + 1d10 + 1d8 + 1 + 1d81 + 6 ⇒ (8) + (3) + (2) + 1 + (7) + 6 = 27 (Strength die + Samurai first combat power + weapon + Mounted combat + Melee). Defeated.

Landing a hearty blow, I turn to see the creature still standing. Choose a random weapon from my hand for 2nd attack - 1d3 ⇒ 2 - Shieldsplitter Lance This time, I throw the lance, aiming for the creature's head. Check to Defeat #2 - Combat 16: 1d10 + 1d8 + 1 + 1d6 + 6 ⇒ (7) + (4) + 1 + (2) + 6 = 20 (Strength die + Weapon + Discard Weapon + Melee). Success!

The Naga is slain, and I must rest.

Hayato wrote:

Hand: Jinfu, Cure, Frost Lance the Lesser +2, Blessing of the Inheritor, Defiant Nodachi +3,

Displayed: Four-Mirror Armor,
Deck: 18 Discard: 2 Buried: 0
Notes: 1 HP. BOX RE-ROLL: AVAILABLE.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [X] +2 [X] +3 [X] +4
Melee: Strength + 2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [X] +1 [X] +2
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size 4 [X] 5 [ ] 6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
On your first combat check of your turn, add 1d6 ([X] 1d10). ([X] If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your ([X] or a character at your location's) non-combat check against a ([ ] weapon or) monster, you may recharge a card to add 1d6 ([X] 1d10).
[X] When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile ([X] or recharge the card you played and put a random card from your discard pile on top of your deck.)
[ ] When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
[ ] When you are the only character at your location, add 1 ([ ] 2) to your checks.

Upkeep:
Hayato moves to the Sepulcher of the Servant.
Sepulcher of the Servant card #1 is defeated (banished).


Deck Handler

Turn 7, under the Blessing of Horus

Radovan continues to explore the Vents

Free Exploration - Vents #1: Mistform
Reveal Neferekhu to add 2 dice. Bury Healer's Kit from Quang for +1d6.
Check to Acquire - Wisdom 10: 3d6 + 1d6 ⇒ (2, 5, 1) + (2) = 10 - Acquired, display on Quang.
Don't Piss off the Talking Head - Diplomacy 8: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9 - Safe.

Discard Dreamstalker to examine and then explore - Vents #2: Blessing of the Ancients
Bury Bonecrusher Hunter from Quang for +1d6.
Check to Acquire - Divine 3: 1d4 + 1d6 ⇒ (2) + (2) = 4 - Acquired.

Discard Blessing of the Ancients to examine and then explore - Vents #3: Sard
Encountered a Poison bane, display Guecubu (AD3) with Fell.
Reveal Vampiric Backsword +3 for combat. +1d4 single-weapon style. +1 Norge. Banish Bonestorm from Norge for +1d8+4.
Check to Defeat - Combat 23: 1d8 + 1d6 + 3 + 1d6 + 1d4 + 1 + 1d8 + 4 ⇒ (5) + (1) + 3 + (2) + (4) + 1 + (7) + 4 = 27 - Defeated.
Defeated a monster, reload Vampiric Backsword to recharge: 1d3 ⇒ 1 Blessing of the Starsong from discard.
Defeated a monster, display Guardian Thunderbirds (AD6) with Norge.
After acting, dealt: 1d4 + 1 ⇒ (3) + 1 = 4 Electricity damage. (Discard Neferekhu, Bloodbound Hat, Sword Cane, Adamantine Sai). Poison damage is reduced to 0.
Took poison damage, display Geniekin with Norge.

After fighting a poisonous electric tree, Radovan is completely exhausted and collapses ... to take a nap.

Draw 6 to reset my hand.

Radovan, Pitbound Bodyguard wrote:

Hand: Vampiric Backsword +3, Red Leathers, Quick-Change Mask, Elyana, Isiem, Sand Elemental,

Displayed: Mistform (Quang, 3), Guecubu (Fell, 3), Guardian Thunderbirds (Norge, 6), Geniekin (Norge, 0),
Deck: 11 Discard: 6 Buried: 1
Hero Points: 3
NOTES:
Available Support: Local: Reduce all Ranged, Fire, and Poison damage by 1.
Local: Reduce all damage from a Summoned monster by 1.
Use Blessings sparingly

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Abadar, Vizier, Blessing of the Midnight Lord, Mask of Stolen Mein, Blessing of Anubis, Blessing of Anubis (2), Gravewatcher Chain Mail, Ring of Regeneration, Blessing of the Mantis God
Recharged: Heister, Blessing of the Starsong,
Discard Pile: Dreamstalker, Blessing of the Ancients, Neferekhu, Bloodbound Hat, Sword Cane (Core), Adamantine Sai +2,
Buried Pile: Healer's Kit,

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Acrobatics: Dexterity +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☑ +2
Diplomacy: Charisma +2
Perception: Diplomacy

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ( or 2 devil forms) ( or 3 devil forms). Once per turn, when a local character suffers damage from a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (☐ 1d6); add another 1d4 (☐ 1d12) if you did not play a weapon.
When you suffer ( or a local character suffers) Fire, Poison, or Ranged Combat damage ( or damage from a summoned monster), reduce it by 1 (☐ 2) (☐ 3).
☐ When a local character would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
When a monster encountered by a local character is undefeated ( or when you defeat a monster) display a new monster next to a displayed devil form.


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.


Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


Norge:
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.


Acquired Vents #1, #2; Banished Vents #3


GenCon Open Champion

Tarlin realizes that, at the end of his last turn, he should have randomly moved somewhere. So he starts his turn at... 1d7 ⇒ 4: Volcanic Vents. So... he's around for the 1d4 + 1 ⇒ (3) + 1 = 4 Electrical and also 1d4 ⇒ 1 poison damage. Looks like Radovan reduces the Poison to zero, Rhino Hide Armor reduces the Electrical by 3, discard a card for the last point.

Tarlin marches back to the Guardian Vault, letting that Rhino Hide Armor soak the Poison Damage. That's some real nice armor.

There's a scroll of Misftorm in the vault; Tarlin tries to decipher it.

Check to Acquire Divine 10: 1d8 + 4 ⇒ (5) + 4 = 9. Nope, looks like a fake. Tarlin tosses it in the bin.

Iomedae says Go Again!

A Curse of the Netheshuun rings through the Vault. Tarlin calls on Iomedae to get wrecked, and for help from Damiel's Lady of Graves.

Check to Defeat Divine 16: 3d8 + 4 ⇒ (2, 8, 8) + 4 = 22. Success!

That's the end of Tarlin's turn, so he moves to a random location 1d7 ⇒ 2: Pleasure Barge. Tarlin mutters about temptations of vice and hides.

Tarlin the Tired wrote:

Hand: Defiant Nodachi +3, Blessing of Iomedae 3, Dwarven Earthbreaker +1, Rhino Hide Armor, Holy Feast, Cartouche of Protection, Blessing of Anubis,

Displayed: Freed Soul,
Deck: 13 Discard: 1 Buried: 0
Current Location: Pleasure Barge
Hero Points: 2
NOTES:
Available Support: Healing available locally
Other: Blessings of Iomedae recharge, use away.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of the Oathkeeper, Blessing of Iomedae 2, Blessing of Iomedae 1, Greatclub +3, Remove Curse, Jorgenfist Spear, Augury, Blessing of the Ancients, Scrying, Life Lantern, Blessing of the Inheritor, Hatchetbird, Blessing of the Dawnflower
Recharged:
Discard Pile: Tripartite Spear +2,
Buried Pile:

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
Divne: Wisdom +1
Charisma d6 ☐ +1 ☐ +2

Favored Card: Weapon
Hand Size: 4 ☑ 5 ☑ 6 ☑ 7
Proficiencies:
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 (☑ or recharge) an armor to return a weapon from your discard pile to your hand.
☑ You may recharge a weapon to recharge a random card from your discard pile.
☑ When you play Blessing of Iomedae, you may recharge it (☑ or shuffle it into your deck) instead of discarding it.

Character Sheet.

Upkeep
Guardian Vault Card 1 banished
Guardian Vault Card 2 defeated
Damiel uses Blessing of Lady of Graves
Tarlin moves to Pleasure Barge


Aspect of the Bull
Blessed Bullet

Turn 9, under Blessing of the Sun Falcon! When this card is discard from the blessings deck, banish it and draw a blessing from the box: Blessing of Isis.

So really, it's still under Blessing of Ptah...

Damiel gratefully watches Hayato arrive at the Sepulcher of the Servant and take out a big snake lizard person thing. Damiel loads his Blessed Bullet and casts Aspect of the Bull before checking out another branching chamber, emerging onto a balcony to face off against a Card 4: Living Sandstorm!

Before you act, discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.

The monster seems to be dispersing itself all over, likely we'll have to get lost in another part of it later, but for now, Damiel hefts his Flame Cannon and lets loose.

Living Sandstorm CtD Combat 10: 2d12 + 3 + 4d8 ⇒ (2, 9) + 3 + (6, 3, 7, 3) = 33 Success!

The balcony now has a nice glass dome surrounding it to protect it from the elements, the shadow of a face in the stained window playing tricks with the viewer's mind.

The alchemist backtracks and follows the guidance of Isis to a bookcase in the last chamber, finding a scroll of Card 5: Chain Lightning.

Chain Lightning CtA Int 10: 1d10 + 4 ⇒ (3) + 4 = 7 Failure!

The penmanship is sloppy and Damiel can't make out some of the incantation. For the best really, since he doesn't do so well with using magic to attack.

Damiel, Mindchemist wrote:

Hand: Blessing of Nethys, Blessing of Pharasma, Fuse Grenade, Crystalline Carnivore, Blessing of the Everbloom, Blessing of Maat, Lucky Rifle +2,

Displayed: Aspect of the Tiger, Infernal Contract, Aspect of the Bull, Blessed Bullet,
Deck: 11 Discard: 5 Buried: 0
Hero Points: 9
NOTES:
Available Support: Pharamsa: 2 dice if a spell is cast
Everbloom: 2 dice on n/c Dex or Wis
Maat: +/-3 or all d8s
Lucky Rifle: 1d4-1 to distant combat AFTER the roll
Fuse Grenade: 2d8+Fire vs local lock, obstacle, or skirmish
Carnivore: 1 die to local Combat
Movement: Box reroll for 4-7-Deal USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Dexterity +2 (5)
Acrobatics: Dexterity +3 (6)
Stealth: Dexterity +3 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Intelligence +3 (7)
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d4 ☐ +1

Favored Card: X
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
X
POWERS:
You may not play spells that have the Attack trait.
[X] When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).
[X] You may bury ([X] or discard) a card that has the Alchemical trait to add your Dexterity skill to your Intelligence ([X] or Wisdom or Charisma) check.

UPKEEP:
Discard a card from the blessings deck, then shuffle the villain Sandstorm from the box into the blessings deck.
Sepulcher of the Servant Card 4 BANISHED.
Sepulcher of the Servant Card 5 BANISHED.


During This Adventure: The scourge die is 1d6+4
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

Display the scourge Curse of Daybane next to the scenario, all characters with a scourge next to their character deck also suffer Curse of Daybane.

Curse of Daybane:

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.

During This Scenario: 4-7: Yeleth of the First Bood - Deal

After creating the blessings deck, put the villain Canopic Soul on top of it.

When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.

When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck.

You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

Additional Rules:

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_


Curse of Withering
Spoiler:
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice. You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Scourge 3
Traits: Curse, Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.


Curse of the Sphinx
Spoiler:
Scourge 4
Traits: Curse Sphinx
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.


Curse of Blindness
Spoiler:
Scourge 5
Traits: Curse
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
If you already have Curse of Blindness displayed, banish this card.

Curse of the Mummy
Spoiler:

Scourge 6
Traits: Curse Undead Mummy
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.

Villain:
Yeleth the Soulbinder

Henchmen:
Contract Devil
Infernal Contracts

Infernal Contract - While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
* Damiel

Scenario Level (#): 7

Turn: 10, 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

Random Cards:

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

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

Spoiler:
Plasma Ooze
MM
Monster 5
Traits:
Ooze
Electricity
Fire
To Defeat:
Combat 20
The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits. Damage dealt by the Plasma Ooze is dealt to each character at your location.
Before you act, succeed at a Strength 13 check or discard a weapon.

Spoiler:
Elemental Arachnid
MM
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors during this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid does not deal damage as usual; instead you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.

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

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

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

Spoiler:
Pharaoh's Altar
MM
Barrier 5
Traits:
Trigger
Cache
Lock
Curse
To Defeat:
Dexterity
Disable 12
OR Craft 14
When you examine this card, suffer a scourge.
If defeated, choose a type of boon other than loot, then draw a random card of that type from the box that has an adventure deck number equal to the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Blindness.

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

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

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

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

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

Spoiler:
Glacial Hunga Munga
MM
Weapon 6
Traits:
Axe
Ranged
Piercing
Cold
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength skill + 1d6 +2. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add your Strength or Melee skill.

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

Spells
Spoiler:
Stone Skin
MM
Spell 1
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character's deck. While displayed, reduce all damage dealt to that character by 4. 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 succeed at an Arcane or Divine 9 check to recharge it instead.

Spoiler:
Augury
MM
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 on 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:
Named Bullet
MM
Spell 5
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat check against a monster that shares a trait with the monster on this card other than Basic, Elite, or Veteran.
At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.

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

Spoiler:
Mistform
MM
Spell 3
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchman monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to any check to defeat a barrier that has the Obstacle or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

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

Spoiler:
Shield Cloak
MM
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 play another armor.

Spoiler:
Horn Lamellar
MM
Armor 6
Traits:
Light Armor
To Acquire:
Constitution
Fortitude 10
OR Intelligence
Craft 11
Recharge this card to reduce Combat damage dealt to you by 4, or to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 13 check to recharge it instead.

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

Spoiler:
Khamsin Coat
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Items
Spoiler:
Anubis Staff
MM
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 a monster you encounter that has the Undead trait.

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

Spoiler:
Ring of the Grasping Grave
MM
Item 3
Traits:
Accessory
Magic
Pharasma
To Acquire:
Arcane
Divine
Knowledge 12
Reveal this card to add 1d4 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, add 1d4 plus twice the scenario's adventure deck number instead.

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

Spoiler:
Scroll of Thoth
MM
Item 1
Traits:
Trigger
Object
Magic
Thoth
To Acquire:
Knowledge
Wisdom
Divine 7
When you examine this card, you may reveal a blessing that has the Thoth trait to automatically acquire this card.
Recharge this card to add 1 die to your Wisdom non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Cold trait.
Recharge this card to add the Cold trait to your check.

Allies
Spoiler:
Sehela
MM
Ally 6
Traits:
Undead
Ghost
Incorporeal
Alchemist
To Acquire:
Charisma
Diplomacy 15
Display this card. While displayed, you may add 1d6 to Craft, Disable, or Perception checks by any character at your location. When you suffer a scourge, bury this card.

Spoiler:
Cloud Elemental
MM
Ally 5
Traits:
Outsider
Elemental
Electricity
To Acquire:
Wisdom
Survival 11
Display this card next to your location. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait by a character at that location, then roll 1d6; on a 1, banish a card.
When the scenario ends, if this card is displayed, discard it.

Spoiler:
Sophronia
MM
Ally 4
Traits:
Undead
Ghost
Incorporeal
To Acquire:
Charisma
Diplomacy 12
Discard this card to add 2d6 and the Magic trait to a combat check by a character at your location; you may discard a card from the blessings deck to recharge this card instead.
Bury this card to explore your location. During this exploration, add 2d6 and the Magic and Undead traits to your combat checks.

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

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

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

Spoiler:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Spoiler:
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then 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
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Current Hour:

Blessing of the Ancients:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.

Hours Remaining: 21

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Radovan/Maelwys:
Spoiler:
Hourglass Card 1 Radovan/Maelwys
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Hourglass Card 2 Tarlin/SirDan:
Spoiler:
Hourglass Card 2 Tarlin/SirDan
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then 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.
Hourglass Card 3 Damiel/sirrogue:
Spoiler:
Hourglass Card 3 Damiel/sirrogue
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 4 Hayato/MidnightLich:
Spoiler:
Hourglass Card 4 Hayato/MidnightLich
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 5 Radovan/Maelwys:
Spoiler:
Hourglass Card 5 Radovan/Maelwys
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 6 Tarlin/SirDan:
Spoiler:
Hourglass Card 6 Tarlin/SirDan
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 7 Damiel/sirrogue:
Spoiler:
Hourglass Card 7 Damiel/sirrogue
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 8 Hayato/MidnightLich:
Spoiler:
Hourglass Card 8 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 9 Radovan/Maelwys:
Spoiler:
Hourglass Card 9 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 10 Tarlin/SirDan:
Spoiler:
Hourglass Card 10 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 11 Damiel/sirrogue:
Spoiler:
Hourglass Card 11 Damiel/sirrogue
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 12 Hayato/MidnightLich:
Spoiler:
Hourglass Card 12 Hayato/MidnightLich
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 13 Radovan/Maelwys:
Spoiler:
Hourglass Card 13 Radovan/Maelwys
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 14 Tarlin/SirDan:
Spoiler:
Hourglass Card 14 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 15 Damiel/sirrogue:
Spoiler:
Hourglass Card 15 Damiel/sirrogue
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 16 Hayato/MidnightLich:
Spoiler:
Hourglass Card 16 Hayato/MidnightLich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 17 Radovan/Maelwys:
Spoiler:
Hourglass Card 17 Radovan/Maelwys
Canopic Soul
MM
Villain 5
Type: Monster
Traits:
Undead
Incorporeal
Sorcerer
To Defeat:
Combat 24
The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced.
After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.
Hourglass Card 18 Tarlin/SirDan:
Spoiler:
Hourglass Card 18 Tarlin/SirDan
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
Hourglass Card 19 Damiel/sirrogue:
Spoiler:
Hourglass Card 19 Damiel/sirrogue
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 20 Hayato/MidnightLich:
Spoiler:
Hourglass Card 20 Hayato/MidnightLich
Blessing of Bastet
MM
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 21 Radovan/Maelwys:
Spoiler:
Hourglass Card 21 Radovan/Maelwys
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Location #1: Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Guardian Vault Card 1:
Alchemist's Kit
MM
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 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Guardian Vault Card 2:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Guardian Vault Card 3:
Kafar
MM
Ally B
Traits:
Trigger
Human
Rogue
Aspis
To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.
Guardian Vault Card 4:
Guardian Thunderbirds
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
If the check to defeat has the Ranged trait, the difficulty is increased by 3.

Location #2: Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 1
Located/Displayed Here: Tarlin/SirDan, None
Pleasure Barge Card 1:
Yeleth the Soulbinder
None
Villain B
Type: Monster
Traits:
Aristocrat
Mythic
Undead
Vampire
To Defeat:
Fortitude
Arcane
Knowledge
Divine
Perception
Diplomacy 33
Yeleth the Soulbinder is immune to the Mental and Poison traits.
Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.
Pleasure Barge Card 2:
Caustic Fog
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.
Pleasure Barge Card 3:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Pleasure Barge Card 4:
Pyromaniac Mage
MM
Ally 5
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane
Charisma
Diplomacy 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
Pleasure Barge Card 5:
Tomb Artisan
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 characters at your location. When you suffer a scourge, bury this card.
Pleasure Barge Card 6:
Effigy of Anubis
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Pleasure Barge Card 7:
Cleric of Nethys
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
Pleasure Barge Card 8:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Pleasure Barge Card 9:
Sedja
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
Pleasure Barge Card 10:
The Viper
MM
Ally 3
Traits:
Human
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 9
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Location #3: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 1 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Damiel/sirrogue, Hayato/MidnightLich, None
Sepulcher of the Servant Card 1:
Disrupting Rapier +1
MM
Weapon 3
Traits:
Sword
Melee
Piercing
Finesse
Swashbuckling
Magic
To Acquire:
Strength
Melee 10
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.
Sepulcher of the Servant Card 2:
Caravan Raider
MM
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.
Sepulcher of the Servant Card 3:
Contract Devil
None
Henchman 6
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 23
OR Banish an Ally or Blessing
The Contract Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.
Sepulcher of the Servant Card 4:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Sepulcher of the Servant Card 5:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Location #4: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/Maelwys, None
Volcanic Vents Card 1:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Volcanic Vents Card 2:
Blast Glyph
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Volcanic Vents Card 3:
Flaming Ranseur +3
MM
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Volcanic Vents Card 4:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Volcanic Vents Card 5:
Parade Armor
MM
Armor 5
Traits:
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

Location #5: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Ruined Temple Card 1:
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Ruined Temple Card 2:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
Ruined Temple Card 3:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Ruined Temple Card 4:
Tabe's Last Jest
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
Ruined Temple Card 5:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Ruined Temple Card 6:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Ruined Temple Card 7:
Twitch Tonic
MM
Item B
Traits:
Liquid
Alchemical
To Acquire:
IntelligenceCraft 6
Discard this card to examine the top card of your location deck, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
Ruined Temple Card 8:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Ruined Temple Card 9:
Flames of the Faithful
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
Ruined Temple Card 10:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

Location #6: Vault of Hidden Wisdom
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #7: Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Lightning Storm is Displayed (card 1)

Peasant Tombs Card 1 (Lightning Storm):
Lightning Storm
MM
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.
Peasant Tombs Card 2:
Iceblade Spelldagger
MM
Weapon 5
Traits:
Knife
Ranged
Piercing
Cold
Magic
To Acquire:
Dexterity
Ranged 12
OR Arcane
Divine 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.
Peasant Tombs Card 3:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
Peasant Tombs Card 4:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Peasant Tombs Card 5:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Peasant Tombs Card 6:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Peasant Tombs Card 7:
Dredge
MM
Ally B
Traits:
Halfling
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
Peasant Tombs Card 8:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
Peasant Tombs Card 9:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.
Peasant Tombs Card 10:
Venomous Heavy Crossbow +2
MM
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Peasant Tombs Card 11:
Brilliance of Ra
MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.


Party | Samurai - Tier 1.3

Turn 10 under the Blessing of the Ancients...

I continue into the Sepulcher of the Servant, and find a nicely made Disrupting Rapier +1 hidden in an alcove. Check to Acquire - Melee 10: 1d10 + 6 ⇒ (6) + 6 = 12. Success; acquired. Though it is not my preferred weapon, it is finely crafted and well balanced - I add it to my pack.

Shuffle Jinfu into my deck to explore again. Jinfu sends me a warning via our connection, and I turn to face a Caravan Raider attempting to sneak up on me. Perhaps he's the one that had hidden the weapon? In any case, he will soon meet the end of my weapon. Check to Defeat - Combat 16: 1d10 + 1d10 + 2d4 + 1 + 1d4 + 1d8 + 6 ⇒ (6) + (5) + (4, 4) + 1 + (4) + (8) + 6 = 38 (Strength die + Samurai first combat power + Disrupting Rapier +2 + Undead trait bonuses + Melee skill). Success; defeated. Use my power to recharge a random card when I do. The thief never knew what hit him as I run him through with the rapier.

Feeling confident, and discarding the Blessing of the Inheritor to push forward, I come upon the Contract Devil - a most unusual creature. Before Acting - Wisdom 13: 1d6 + 2d6 + 1d10 ⇒ (5) + (4, 1) + (2) = 12 (Wisdom die + Blessing of the Everbloom + Samurai non-Combat vs Monster power). Failed; use my box re-roll on the d6 that came up 1: 1d6 + 11 ⇒ (5) + 11 = 16. Success!

With the "legal" trickery out of the way, it's time to get down to the fighting. Check to Defeat - Combat 23: 1d10 + 1d10 + 3 + 1d10 + 6 ⇒ (1) + (6) + 3 + (4) + 6 = 20 (Strength die + Defiant Nodachi +3 + Discard weapon + Melee skill). Failed; use my HP to re-roll: Check to Defeat - Combat 23: 1d10 + 1d10 + 3 + 1d10 + 6 ⇒ (4) + (8) + 3 + (2) + 6 = 23 (Strength die + Defiant Nodachi +3 + Discard weapon + Melee skill). Success - barely. Contract Devil escapes to a random open location.

I sacrifice (bury) the just acquired rapier to seal the Sepulcher.

With the creature slain, and my head hurting from the devil's hieromancy, I collapse to rest.

Hayato wrote:

Hand: Frost Lance the Lesser +2, Cure, Warhorse 1, Pegasus, Warhorse 2,

Displayed: Four-Mirror Armor,
Deck: 15 Discard: 3 Buried: 1
Notes: 0 HP. BOX RE-ROLL: USED.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X] +1 [X] +2 [X] +3 [X] +4
Melee: Strength + 2
Dexterity d6 [ ] +1 [ ] +2
Constitution d8 [X] +1 [ ] +2 [ ] +3
Fortitude: Constitution +2
Intelligence d6 [ ] +1
Wisdom d6 [ ] +1 [ ] +2 [ ] +3
Survival: Wisdom +1
Charisma d6 [X] +1 [X] +2
Diplomacy: Charisma +1
Favored Card: Weapon
Hand Size 4 [X] 5 [ ] 6
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
On your first combat check of your turn, add 1d6 ([X] 1d10). ([X] If you defeat a monster on that check, you may recharge a random card from your discard pile.)
On your ([X] or a character at your location's) non-combat check against a ([ ] weapon or) monster, you may recharge a card to add 1d6 ([X] 1d10).
[X] When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile ([X] or recharge the card you played and put a random card from your discard pile on top of your deck.)
[ ] When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first.
[ ] When you are the only character at your location, add 1 ([ ] 2) to your checks.

Upkeep: Sepulcher of the Servant card #1 is acquired.
Sepulcher of the Servant card #2 is banished (defeated).
Sepulcher of the Servant card #3 is shuffled into a random open location (defeated).
Sepulcher of the Servant is closed.
Damiel uses Blessing of the Everbloom.


During This Adventure: The scourge die is 1d6+4
When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.

Display the scourge Curse of Daybane next to the scenario, all characters with a scourge next to their character deck also suffer Curse of Daybane.

Curse of Daybane:

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.

During This Scenario: 4-7: Yeleth of the First Bood - Deal

After creating the blessings deck, put the villain Canopic Soul on top of it.

When you discard Canopic Soul from the blessings deck, a random character summons and encounters it; then advance the blessings deck and shuffle Canopic Soul into the blessings deck. If there are no blessings in the blessings deck, you lose the scenario.

When closing a location, before closing, search the location for any henchmen and shuffle them into another open location deck.

You win only if the henchman Infernal Contract is displayed next to the decks of all living characters when Yeleth the Soulbinder is defeated and cornered.

Additional Rules:

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_


Curse of Withering
Spoiler:
Scourge 2
Traits: Curse
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice. You may only have 1 copy of this card displayed.


Curse of Fevered Dreams
Spoiler:
Scourge 3
Traits: Curse, Arcane
While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.
If you already have Curse of Fevered Dreams displayed, banish this card.


Curse of the Sphinx
Spoiler:
Scourge 4
Traits: Curse Sphinx
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.


Curse of Blindness
Spoiler:
Scourge 5
Traits: Curse
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.
If you already have Curse of Blindness displayed, banish this card.

Curse of the Mummy
Spoiler:

Scourge 6
Traits: Curse Undead Mummy
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.

Villain:
Yeleth the Soulbinder

Henchmen:
Contract Devil
Infernal Contracts

Infernal Contract - While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
* Hayato

Scenario Level (#): 7

Turn: 11, 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:
Mummy Lord
MM
Monster 6
Traits:
Undead
Mummy
To Defeat:
Combat 23
The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
Before you act, summon and encounter a random monster that has the Undead trait from the box.
If undefeated, bury your discard pile, then shuffle this card into a random open location deck.

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

Spoiler:
Shaitan Ghul
MM
Monster 5
Traits:
Elemental
Undead
Janni
To Defeat:
Combat 20
The Shaitan Ghul is immune to the Mental and Poison traits.
If the check to defeat has the Fire trait, the difficulty is increased by 3.
Before you act, discard a weapon or an armor.

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

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

Barriers
Spoiler:
Sky Pharaoh's Curse
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Arcane 15
OR Divine 14
When you examine this card, display it next to your deck.
If undefeated, display this card next to your deck.
While displayed, damage dealt to you is dealt to each character at your location. When you suffer a scourge, each character at your location suffers that scourge.

Spoiler:
Killing Box
MM
Barrier 5
Traits:
Obstacle
Trap
Magic
Arcane
Acid
To Defeat:
Intelligence
Knowledge
Perception 13
OR Disable 15
If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

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

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

Spoiler:
Telekinetic Enucleation
MM
Barrier 5
Traits:
Trigger
Curse
To Defeat:
Intelligence
Perception
Dexterity
Disable 16
When you examine this card, encounter it.
If undefeated, each character at your location suffers the scourge Curse of Blindness.

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

Spoiler:
Striking Wing Scimitar
MM
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2; 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.
Recharge this card to move. You may not use this power during an encounter.

Spoiler:
Sling Staff +2
MM
Weapon 6
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Magic
To Acquire:
Dexterity
Ranged 12
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.
If proficient with weapons, discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to any combat check.

Spoiler:
Glacial Hunga Munga
MM
Weapon 6
Traits:
Axe
Ranged
Piercing
Cold
Magic
To Acquire:
Strength
Melee 13
For your combat check, reveal this card to use your Strength skill + 1d6 +2. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that happens before you act.
On your combat check, if you played another weapon, discard this card to add your Strength or Melee skill.

Spoiler:
Staff of the Hooded Cobra
MM
Weapon 6
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
To Acquire:
Strength
Melee 14
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait. You may use the result for any subsequent combat checks against the same bane.
Reveal this card and discard a spell to reduce all Combat or Poison damage dealt to you to 0.

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

Spoiler:
Canopic Conversion
MM
Spell 6
Traits:
Magic
Arcane
Divine
Attack
To Acquire:
Intelligence
Arcane
Wisdom
Divine 14
For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; while displayed, you may discard this card and banish the monster to add twice the monster's adventure deck number and the Undead trait to any check.
When you would discard this card for its power, if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
Khamsin Coat
MM
Armor 3
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

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

Spoiler:
Canopic Wrap
MM
Armor 2
Traits:
Clothing
Light Armor
Magic
To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8
Reveal this card to reduce damage dealt to you by a bane that has the Undead trait by 3. You may play another armor that has the Light Armor trait.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.

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

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

Spoiler:
Potion of Healing
MM
Item B
Traits:
Liquid
Alchemical
Healing
To Acquire:
Intelligence
Craft 5
Banish this card and choose a character at your location to shuffle 1d4 random cards from his discard pile into his deck.

Spoiler:
Canteen
MM
Item B
Traits:
Object
Alchemical
To Acquire:
Intelligence
Craft 6
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it on this card instead. You may bury this card to bury all the items on this card; if you have the Craft skill, you may draw all the items on this card instead of burying them.

Spoiler:
Hand of Glory
MM
Item 6
Traits:
Accessory
Magic
Gambling
Mummy
To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Display this card next to the deck of a character at your location. While displayed, add 1d8 to that character's Stealth check, and he may evade non-villain, non-henchman monsters he encounters.
At the end of the turn, roll 1d6. On 1–3, bury this card and suffer a scourge; on 4–6, recharge this card.

Spoiler:
Scarab Sand
MM
Item 3
Traits:
Object
Alchemical
Mummy
To Acquire:
Intelligence
Craft
Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add another 1d6 if the monster has the Undead trait; if it has the Mummy trait, add another 2d6 instead. If the character fails the check, he may ignore the result and evade the monster.

Allies
Spoiler:
Sehela
MM
Ally 6
Traits:
Undead
Ghost
Incorporeal
Alchemist
To Acquire:
Charisma
Diplomacy 15
Display this card. While displayed, you may add 1d6 to Craft, Disable, or Perception checks by any character at your location. When you suffer a scourge, bury this card.

Spoiler:
Scribe
MM
Ally 4
Traits:
Human
Hireling
To Acquire:
Intelligence
Knowledge
Charisma
Diplomacy 9
Recharge this card to add 2d6 to your Diplomacy or Knowledge check.
Discard this card to explore your location.

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

Spoiler:
Fire Gecko
MM
Ally B
Traits:
Animal
Elemental
Fire
To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your combat check. If you fail to defeat the bane, discard this card before you take damage.
Discard this card to explore your location. During this exploration, add 1d4 and the Fire trait to your combat checks.

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

Blessings
Spoiler:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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 Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

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

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

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

Current Hour:

Blessing of Horus:
Blessing of Horus
MM
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 to any check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Hours Remaining: 20

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Tarlin/SirDan:
Spoiler:
Hourglass Card 1 Tarlin/SirDan
Blessing of Nethys
MM
Blessing B
Traits:
Divine
Nethys
To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then 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.
Hourglass Card 2 Damiel/sirrogue:
Spoiler:
Hourglass Card 2 Damiel/sirrogue
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Hourglass Card 3 Hayato/MidnightLich:
Spoiler:
Hourglass Card 3 Hayato/MidnightLich
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 4 Radovan/Maelwys:
Spoiler:
Hourglass Card 4 Radovan/Maelwys
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 5 Tarlin/SirDan:
Spoiler:
Hourglass Card 5 Tarlin/SirDan
Sandstorm
MM
Villain B
Type: Barrier
Traits:
Trigger
Obstacle
Weather
To Defeat:
None
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.
"A 'weather phenomenon'? Weather comes from the sky_ This is the earth coming up to claim you_" –Tetisurah the gynosphinx
Hourglass Card 6 Damiel/sirrogue:
Spoiler:
Hourglass Card 6 Damiel/sirrogue
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 7 Hayato/MidnightLich:
Spoiler:
Hourglass Card 7 Hayato/MidnightLich
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 8 Radovan/Maelwys:
Spoiler:
Hourglass Card 8 Radovan/Maelwys
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 9 Tarlin/SirDan:
Spoiler:
Hourglass Card 9 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 10 Damiel/sirrogue:
Spoiler:
Hourglass Card 10 Damiel/sirrogue
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 11 Hayato/MidnightLich:
Spoiler:
Hourglass Card 11 Hayato/MidnightLich
Blessing of the Lady of Graves
MM
Blessing 5
Traits:
Divine
Undead
Pharasma
To Acquire:
Divine 10
Discard this card to add 2 dice to any check that invokes the Undead trait.
On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
Bury this card to examine your location deck, then shuffle it.
When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.
Hourglass Card 12 Radovan/Maelwys:
Spoiler:
Hourglass Card 12 Radovan/Maelwys
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 13 Tarlin/SirDan:
Spoiler:
Hourglass Card 13 Tarlin/SirDan
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Hourglass Card 14 Damiel/sirrogue:
Spoiler:
Hourglass Card 14 Damiel/sirrogue
Blessing of Ptah
MM
Blessing 6
Traits:
Divine
Ptah
To Acquire:
Divine 11
Discard this card to add 2 dice to any Craft check or any check that invokes the Construct or Obstacle trait.
Discard this card to explore your location. During this exploration, add 1 die to your checks against cards that have the Obstacle trait and barriers.
On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card. If it matches this card, discard this card instead.
Hourglass Card 15 Hayato/MidnightLich:
Spoiler:
Hourglass Card 15 Hayato/MidnightLich
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Hourglass Card 16 Radovan/Maelwys:
Spoiler:
Hourglass Card 16 Radovan/Maelwys
Canopic Soul
MM
Villain 5
Type: Monster
Traits:
Undead
Incorporeal
Sorcerer
To Defeat:
Combat 24
The Canopic Soul is immune to the Mental and Poison traits. If the check to defeat does not have the Magic trait, the Canopic Soul is undefeated.
Before you act, the Canopic Soul deals each character at your location 1 Mental damage that may not be reduced.
After you act, the Canopic Soul deals each character at your location 1d4 Mental damage that may not be reduced.
Hourglass Card 17 Tarlin/SirDan:
Spoiler:
Hourglass Card 17 Tarlin/SirDan
Grand Lodge's Favor
None
Favor 6
Traits:
When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.
Hourglass Card 18 Damiel/sirrogue:
Spoiler:
Hourglass Card 18 Damiel/sirrogue
Blessing of Maat
MM
Blessing 2
Traits:
Divine
Maat
Healing
To Acquire:
Divine 6
OR ConstitutionFortitude 10
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Hourglass Card 19 Hayato/MidnightLich:
Spoiler:
Hourglass Card 19 Hayato/MidnightLich
Blessing of Bastet
MM
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 deck. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and add it to your hand.
Hourglass Card 20 Radovan/Maelwys:
Spoiler:
Hourglass Card 20 Radovan/Maelwys
Blessing of Wadjet
MM
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 deck. Then you may explore your location; during this exploration, add 1 die to your checks to acquire a boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Location #1: Guardian Vault
At This Location: If you move to this location, you are dealt 2 Poison damage.
At the end of your turn you are moved to a random location.
When Closing: Draw a random scourge from the box.
When Permanently Closed: On closing, you are moved to a random location.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here:

Guardian Vault Card 1:
Alchemist's Kit
MM
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 1d4+1 random cards that have the Alchemical trait from your discard pile. Then you may shuffle any number of cards that have the Alchemical trait into your deck.
Guardian Vault Card 2:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Guardian Vault Card 3:
Kafar
MM
Ally B
Traits:
Trigger
Human
Rogue
Aspis
To Acquire:
Wisdom
Charisma
Diplomacy 9
When you examine this card, succeed at a Charisma or Diplomacy 4 check to acquire this card. If you fail to acquire this card, banish a non-Basic boon.
Discard this card to explore your location. During this exploration, add 1d4 to your Charisma checks and checks to acquire boons.
Guardian Vault Card 4:
Guardian Thunderbirds
MM
Monster 6
Traits:
Animal
Electricity
To Defeat:
Combat 22
The Guardian Thunderbird is immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage.
Before you act, a random character at your location is dealt 1d4 Electricity damage.
If the check to defeat has the Ranged trait, the difficulty is increased by 3.

Location #2: Pleasure Barge
At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
When Closing: Succeed at Charisma or Diplomacy 9 check.
When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 2
Located/Displayed Here: Tarlin/SirDan, None, Contract Devil here.
Pleasure Barge Card 1:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Pleasure Barge Card 2:
Tomb Artisan
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 characters at your location. When you suffer a scourge, bury this card.
Pleasure Barge Card 3:
Contract Devil
None
Henchman 6
Type: Monster
Traits:
Devil
Outsider
To Defeat:
Combat 23
OR Banish an Ally or Blessing
The Contract Devil is immune to the Fire and Poison traits.
Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 13 check or draw 4 cards then recharge 3 cards then bury 2 cards then discard 1 card and the difficulty to defeat is increased by 10.
If defeated, shuffle the Contract Devil into a random open location, then you may move any displayed Infernal Contract next to a different character’s deck.
Pleasure Barge Card 4:
Caustic Fog
MM
Spell 3
Traits:
Magic
Divine
Acid
To Acquire:
Wisdom
Divine 11
Display this card. While displayed, you may add 1d8 and the Acid trait to a combat check by a character at your location; you may play another spell on that check. After that check, you are dealt 1 Combat damage. At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 13 check to recharge it instead.
Pleasure Barge Card 5:
Yeleth the Soulbinder
None
Villain B
Type: Monster
Traits:
Aristocrat
Mythic
Undead
Vampire
To Defeat:
Fortitude
Arcane
Knowledge
Divine
Perception
Diplomacy 33
Yeleth the Soulbinder is immune to the Mental and Poison traits.
Before you act, you may bury 3 allies and/or blessings; if you do, add 3d6 to your check to defeat.
While you act, before any character plays a card that does not have the Corrupted trait, that character buries a card.
All damage dealt by Yeleth the Soulbinder is Mental damage that may not be reduced.
Pleasure Barge Card 6:
Blessing of Pharasma
MM
Blessing B
Traits:
Divine
Pharasma
To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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.
Pleasure Barge Card 7:
Cleric of Nethys
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9
On your check, after the roll, recharge this card to add or subtract 2 from the result.
Discard this card to examine the top 2 cards of your location deck and put them back in any order, then explore your location.
Pleasure Barge Card 8:
Effigy of Anubis
MM
Item 3
Traits:
Trigger
Object
Magic
Anubis
To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8
When you examine this card, you may reveal a blessing that has the Anubis trait to automatically acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.
Pleasure Barge Card 9:
Sedja
MM
Ally 3
Traits:
Animal
To Acquire:
Charisma
Diplomacy 11
If you fail to acquire this card, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location together to another location. You may then explore your location. This power cannot be used during an encounter.
Pleasure Barge Card 10:
Pyromaniac Mage
MM
Ally 5
Traits:
Human
Wizard
To Acquire:
Intelligence
Arcane
Charisma
Diplomacy 13
Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
Discard this card to explore your location.
Pleasure Barge Card 11:
The Viper
MM
Ally 3
Traits:
Human
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 9
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Location #3: Sepulcher of the Servant
At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
When Closing: Bury a boon that has the Magic trait or suffer the scourge Curse of Withering.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Damiel/sirrogue, Hayato/MidnightLich, None
Sepulcher of the Servant Card 1:
Blessing of the Ancients
MM
Blessing B
Traits:
Divine
Basic
To Acquire:
Divine 3
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location deck, 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.
Sepulcher of the Servant Card 2:
Reed Snake Armor
MM
Armor 3
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 10
Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Location #4: Volcanic Vents
At This Location: All monsters are immune to Poison.
When Closing: All characters at this location are dealt 1 Fire damage.
When Permanently Closed: No effect.
M: 1 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Radovan/Maelwys, None
Volcanic Vents Card 1:
Furies of the Drowned Desert
MM
Monster 6
Traits:
Elemental
Outsider
Acid
To Defeat:
Combat 21
The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.
Volcanic Vents Card 2:
Blast Glyph
MM
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check or you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and moves to a random other location.
Volcanic Vents Card 3:
Flaming Ranseur +3
MM
Weapon 5
Traits:
Polearm
Melee
Slashing
2-Handed
Magic
To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail this check, you may discard this card to reroll the dice; take the new result.
Volcanic Vents Card 4:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Volcanic Vents Card 5:
Parade Armor
MM
Armor 5
Traits:
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Charisma
Diplomacy 12
Display this card. While displayed, reduce all damage dealt to you by 3, or by 5 if it is Poison damage; if proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if proficient with light armors, you may bury it instead.

Location #5: Ruined Temple
At This Location: When you play a card that has the Divine trait, bury it.
When Closing: Bury a blessing.
When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None
Ruined Temple Card 1:
Blessing of Osiris
MM
Blessing 4
Traits:
Divine
Osiris
Healing
To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait.
When a character shuffles cards from his discard pile into his deck, discard this card to allow him to shuffle in an additional 1d4 cards.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from her discard pile.
Ruined Temple Card 2:
Ausetitha
MM
Ally 4
Traits:
Undead
Banshee
Incorporeal
To Acquire:
Combat 15
Display this card next to your deck. While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result. When you suffer a scourge, bury this card.
Ruined Temple Card 3:
Channel the Gift
MM
Spell 4
Traits:
Magic
Arcane
Divine
To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Discard this card to allow a character at your location to search his deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Ruined Temple Card 4:
Tabe's Last Jest
MM
Barrier 6
Traits:
Curse
Lock
Acid
To Defeat:
Intelligence
Perception
Dexterity
Disable 15
If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.
Ruined Temple Card 5:
Desert Trapper
MM
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Ruined Temple Card 6:
Blessing of the Elements
MM
Blessing B
Traits:
Basic
To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Ruined Temple Card 7:
Twitch Tonic
MM
Item B
Traits:
Liquid
Alchemical
To Acquire:
IntelligenceCraft 6
Discard this card to examine the top card of your location deck, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
Ruined Temple Card 8:
Hide Armor of Fire Resistance
MM
Armor 2
Traits:
Light Armor
Magic
To Acquire:
Constitution
Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Ruined Temple Card 9:
Flames of the Faithful
MM
Spell 1
Traits:
Magic
Divine
Fire
Veteran
To Acquire:
Wisdom
Divine 5
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
Ruined Temple Card 10:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.

Location #6: Vault of Hidden Wisdom
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #7: Peasant Tombs
At This Location: After playing a boon that has the Fire trait, bury it.
When Closing: Bury a card that has the Divine trait.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Lightning Storm is Displayed (card 1)

Peasant Tombs Card 1 (Lightning Storm):
Lightning Storm
MM
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.
Peasant Tombs Card 2:
Iceblade Spelldagger
MM
Weapon 5
Traits:
Knife
Ranged
Piercing
Cold
Magic
To Acquire:
Dexterity
Ranged 12
OR Arcane
Divine 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+3.
On your combat check, if you played a spell, you may recharge this card to add 1d4+2 and the Cold trait.
Peasant Tombs Card 3:
Geniekin
MM
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8
When you examine this card, summon and encounter a monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
Peasant Tombs Card 4:
Infernal Contract
None
Henchman 6
Type: Barrier
Traits:
Task
To Defeat:
Intelligence
Arcane
Knowledge
Wisdom
Perception
Charisma
Diplomacy 17
If undefeated, discard a card from the blessing deck, then each character discards a blessing.
If defeated, you may immediately attempt to close the location this henchman came from, then display this card.
While displayed next to a character’s deck, that character adds 3d6 to her checks against Yeleth the Soulbinder and blessings that character plays gain the Corrupted trait.
Peasant Tombs Card 5:
Blessing of Thoth
MM
Blessing 1
Traits:
Divine
Thoth
Cold
To Acquire:
WisdomKnowledge 10
OR Divine 6
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 to any check that invokes the Cold trait.
Discard this card to examine the top card of your location deck. 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.
Peasant Tombs Card 6:
Baited Jewel Box
MM
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8
When you examine this card, shuffle a weapon, an armor, or an item into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by 4 or more, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Peasant Tombs Card 7:
Dredge
MM
Ally B
Traits:
Halfling
Rogue
Aspis
To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, recharge this card to exchange that boon with a random boon of the same type from the box and encounter that boon instead.
Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.
Peasant Tombs Card 8:
Corridor Dart Trap
MM
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage, and must first choose allies to discard as damage, if he has any.
Peasant Tombs Card 9:
Bonecrusher Chieftain
MM
Monster 2
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
When you play a weapon on your check to defeat, discard it.
Peasant Tombs Card 10:
Venomous Heavy Crossbow +2
MM
Weapon 5
Traits:
Bow
Ranged
Piercing
2-Handed
Magic
To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.
Peasant Tombs Card 11:
Brilliance of Ra
MM
Item B
Traits:
Trigger
Object
Magic
Ra
To Acquire:
Strength
Knowledge
Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your Strength non-combat check.
Recharge this card to add 1 die to your check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.


Deck Handler

Turn 11, under the Blessing of Horus

Free exploration - Vents #1: Furies of the Drowned Desert
Bury Mistform from Quang for +1d6+3.
Before Acting - Strength 9: 1d8 + 1d6 + 3 ⇒ (4) + (5) + 3 = 12 - Success.
Reveal Vampiric Backsword +3 for combat. +1d4 single-weapon style. +1 Norge. Banish Geniekin from Norge for +1d8.
Check to Defeat - Combat 21: 1d8 + 1d6 + 3 + 1d6 + 1d4 + 1 + 1d8 ⇒ (4) + (2) + 3 + (4) + (2) + 1 + (6) = 22 - Defeated
Defeated a monster, reload Vampiric Backsword to recharge: 1d6 ⇒ 6 Adamantine Sai.
Defeated a monster, display Mummy Lord (AD6) with Quang.

Discard Elyana to examine Vents #2: Blast Glyph.
Elyana allows me to ignore Trigger, and explore.
Recharge Quick-Change Mask to use Stealth instead of Arcane.
Check to Defeat - Arcane/Stealth 10: 1d8 + 6 ⇒ (5) + 6 = 11 - Defeated.

Discard Isiem to examine remaining cards in location: Flaming Ranseur +3, Infernal Contract, Parade Armor. Place Infernal Contract on top and explore.
Reveal Red Leathers for +2 Diplomacy. Bury Mummy Lord from Quang for +1d6+6. Tarlin recharges Blessing of Iomedae for 2 dice.
Check to Defeat - Diplomacy 17: 3d8 + 2 + 2 + 1d6 + 6 ⇒ (1, 3, 8) + 2 + 2 + (5) + 6 = 27 - Defeated. Take 1 Fire Damage to close the location (reduced to 0), display Royal Naga (AD4) next to Norge for taking Fire Damage. Display Contract next to my character for defeating it and closing the location.

Draw 4 to reset my hand.

Radovan, Pitbound Bodyguard wrote:

Hand: Vampiric Backsword +3, Red Leathers, Gravewatcher Chain Mail, Sand Elemental, Blessing of Abadar, Blessing of Anubis,

Displayed: Guecubu (Fell, 3), Guardian Thunderbirds (Norge, 6), Royal Naga (Norge, 4), Infernal Contract,
Deck: 10 Discard: 7 Buried: 2
Hero Points: 3
NOTES:
Available Support: Local: Reduce all Ranged, Fire, and Poison damage by 1.
Local: Reduce all damage from a Summoned monster by 1.
Use Blessing of Abadar for 2 Dice vs Infernal Contract, or in dire emergency against really nasty barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Anubis (2), Blessing of the Midnight Lord, Blessing of the Mantis God, Ring of Regeneration, Vizier, Mask of Stolen Mein
Recharged: Heister, Blessing of the Starsong, Adamantine Sai +2, Quick-Change Mask,
Discard Pile: Dreamstalker, Blessing of the Ancients, Neferekhu, Bloodbound Hat, Sword Cane (Core), Elyana, Isiem,
Buried Pile: Healer's Kit, Mistform,

Skills and Powers:
SKILLS
Strength d8 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Dexterity d8 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Disable: Dexterity +2
Stealth: Dexterity +2
Acrobatics: Dexterity +2
Constitution d8 ☑ +1 ☐ +2 ☐ +3
Fortitude: Constitution +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1
Charisma d8 ☑ +1 ☑ +2
Diplomacy: Charisma +2
Perception: Diplomacy

Favored Card: Ally
Hand Size: 5 ☑ 6
Proficiencies:
Weapons
POWERS:
At the start of the scenario, display any 1 devil form ( or 2 devil forms) ( or 3 devil forms). Once per turn, when a local character suffers damage from a bane, display a monster from the box next to a displayed devil form.
On your non-2-Handed combat check, add 1d4 (☐ 1d6); add another 1d4 (☐ 1d12) if you did not play a weapon.
When you suffer ( or a local character suffers) Fire, Poison, or Ranged Combat damage ( or damage from a summoned monster), reduce it by 1 (☐ 2) (☐ 3).
☐ When a local character would encounter a monster, you may bury a card displayed next to a displayed devil form to encounter it instead.
When a monster encountered by a local character is undefeated ( or when you defeat a monster) display a new monster next to a displayed devil form.


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.


Fell Viridio:
You gain the skill Perception equal to your Diplomacy skill; reduce Poison damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Poison trait or when you are dealt Poison damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 2 and the Poison trait; you may additionally banish a card displayed next to this card to add another 2d6 plus that card's adventure deck number.


Norge:
You gain the skill Fortitude: Constitution +2; reduce Fire damage dealt to you to 0.

Once per turn, when you encounter a bane that invokes the Fire trait or when you are dealt Fire damage, you may display a monster from the box next to this card.

On your combat checks that do not have the 2-Handed trait, add 1 and the Fire trait; you may additionally banish a card displayed next to this card to add another 1d8 plus the card's adventure deck number.


Closed Vents, signed the contract. Tarlin recharges Iomedae.


GenCon Open Champion

Tarlin heads back to the Guardian Vault, letting his armor soak the damage again.

He finds an Alchemist Kit. Wonder if Damiel left this here and then randomly moved away? Might as well try to clean it up for him.

Check to Acquire Int 6: 1d6 ⇒ 4. Tarlin sweeps it under a rug and quickly steps away.

Anubis says go again, so Tarlin does. It's a lawyer attack! Tarlin is presented with an Infernal Contract. Tarlin frowns that his knowledge of the Divine won't help him here. Maybe rely on his wits? An Everbloom from Damiel would be helpful.

Check to Defeat Wisdom 17: 3d8 + 3 ⇒ (2, 6, 2) + 3 = 13.

That's not enough. Need another 4. Rerolling a d8 and hoping for a 6. 1d8 ⇒ 3. Well boo.

Tarlin can't lift the pen, it is too heavy. Everyone suffers.

Random move goes to: 1d7 ⇒ 6: Vault of Hidden Wisdom.

Upkeep:
Guardian Vault Card 1 banished.
Damiel spends Blessing of the Everbloom
All players discard a blessing
Discard a card from the blessing deck
Shuffle Guardian Vault
Tarlin ends up at the Vault of Hidden Wisdom


OFFTURN: Passed Infernal Contract to Hayato, discarded Blessing of the Everbloom to aid Tarlin, discarded Blessing of Pharasma for Infernal Contract consequences.

Turn 13, under Blessing of the Lady of Graves...

Damiel considered heading over to assist Tarlin with his legal troubles, but balks at the poison, and decides to let Radovan handle it seeing the demi-demon heading that way. While the Ruined Temple seems nice, the alchemist figures he should probably leave that until someone needs curse removal, so tries to sneak through the storm at the Peasant Tombs. This peasant must have had a helluva benefactor, because she has an Card 2: Iceblade Spelldagger resting atop it.

Iceblade Spelldagger CtA Dex 12: 2d12 + 4 ⇒ (10, 12) + 4 = 26 Success!

The blade is wasted here; Damiel yoinks it, leaving a pile of gold dust in recompense, then consults with Nethys, looking for more tombs with wealthy patrons.

Peasant Tombs Card 3: Geniekin
Peasant Tombs Card 4: Infernal Contract

Instead he finds one with a djinn guarding it and another with an unsigned Card 4: Infernal Contract. Using the provided blood quill, Damiel attempts to amend it to the conditions discussed. While it isn't the right kind of obstacle to take on using his Fuse Grenade, Damiel does extract some of its components (who doesn't love a good snort of blasting powder) to heighten his brain functions while he writes discard an alchemical card to add Dex to Int.

Infernal Contract CtD Int 17: 1d10 + 4 + 1d12 + 3 ⇒ (3) + 4 + (6) + 3 = 16 Failure! Use a Hero Point.

Infernal Contract CtD Int 17: 1d10 + 4 + 1d12 + 3 ⇒ (8) + 4 + (9) + 3 = 24 Success!

Damiel nearly makes a critical error, but is able to adjust the quill strokes into slightly different letters, rewording the phrase to suit his needs and sign off.

Damiel can sense whatever magic protecting this resting place growing displeased at the alchemist's tampering, so he offers up a divine boon in compensation and quietly backs away, allowing the spirits to secure the area from further trespass bury a Divine card (Blessing of Maat) to close the location.

Damiel, Mindchemist wrote:

Hand: Flame Cannon, Restoration, Fire Lance, Crystalline Carnivore, Cloud Puff, Twitch Tonic (core), Lucky Rifle +2, Corrosion,

Displayed: Aspect of the Tiger, Infernal Contract, Aspect of the Bull, Blessed Bullet,
Deck: 5 Discard: 9 Buried: 1
Hero Points: 9
NOTES:
Available Support: Corrosion: 1 die vs. barrier or undead or construct
Restoration: local draws 2 cards
Cloud Puff: local ignores BYA/AYA
Lucky Rifle: 1d4-1 to distant combat AFTER the roll
Carnivore: 1 die to local Combat
Movement: Box reroll for 4-7-Deal USED.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order):
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d4 ☐ +1 ☐ +2
Dexterity d12 ☑ +1 ☑ +2 ☑ +3 ☐ +4
Disable: Dexterity +2 (5)
Acrobatics: Dexterity +3 (6)
Stealth: Dexterity +3 (6)
Constitution d6 ☐ +1 ☐ +2
Intelligence d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
Craft: Intelligence +3 (7)
Wisdom d6 ☐ +1 ☐ +2
Perception: Wisdom +2
Charisma d4 ☐ +1

Favored Card: X
Hand Size: 5 ☑ 6 ☑ 7
Proficiencies:
X
POWERS:
You may not play spells that have the Attack trait.
[X] When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead.
You may discard a card that has the Alchemical trait to add your Intelligence skill to your Dexterity combat check ([X] or your Strength, Dexterity, or Constitution non-combat check).
[X] You may bury ([X] or discard) a card that has the Alchemical trait to add your Dexterity skill to your Intelligence ([X] or Wisdom or Charisma) check.

UPKEEP:
Peasant Tombs Card 2 ACQUIRED.
Peasant Tombs Card 4 DISPLAYED.
Peasant Tombs CLOSED.

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