[ACG] [CaG] Season of Plundered Tombs by redeux (Inactive)

Game Master redeux

Turn order:

Redgar/Radillo
Redeux/Linxia
Greenclaw/Flenta

Max Feats 7/7/7 (skill/power/card)

Adventure Deck Number = 7

CHRONICLES HERE


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Seelah buries Invoke to heal Radillo.
1d4 + 1 ⇒ (1) + 1 = 2

Now she moves to the Hall of Crocodile Kings and explores.

A giant crocodile mummy jumps out and tries to bite her!

combat, DC 21, mountain dog, frost lance +1, smite: 1d8 + 6 + 1d8 + 2 + 1d8 + 2 + 1d6 + 3 ⇒ (1) + 6 + (2) + 2 + (7) + 2 + (1) + 3 = 24
(black dragonhide discarded for smite)
defeated

EOT: 1d6 ⇒ 4
EOT: 1d4 ⇒ 1
paladin's helm revealed to block 1 electricity damage.

Seelah wrote:

Hand: Shocking Lance +1, Frost Lance +2, Ebon Thorn, Paladin's Helm, Mountain Dog,

Displayed:
Deck: 5 Discard: 12 Buried: 4
Notes: reroll used, blessings available if needed.

Skills and Powers:
SKILLS

STRENGTH d8 +4
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d8 []+1 []+2 []+3
Fortitude: Constitution +1
INTELLIGENCE d4 []+1[]+2
WISDOM d8+1 []+2 []+3
Divine: Wisdom +2
CHARISMA d10 +2

Hand Size 4 [X]5 [ ]6 [ ]7
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of your deck to add 1d6+3 to your check. If the top card was a blessing or spell, recharge it instead.
You may examine the top card of your location deck at the start ([]or end) of your turn. If it's a boon, put it on the bottom ([ ] or underneath the top card) of the deck.
[x] During your turn, you may bury a Divine card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.
[X] When you play Blessing of Iomedea, you may recharge it ([ ] or shuffle it into your deck) instead of discarding it.


Many thanks, Seelah! Healing... Blessing of Achaekek and Cat (AD 3)

Say... you wouldn't happen to have another one of those?


Character Deck Upgrade Prefs: Weapon 5/4 > Item 5 > Ally 5/4 > Blessing 5

It is the hour of Maat
Move to Hall of the Crocodile Kings. Explore.

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.

Recharge Topaz of Strength to use Strength die for Acro check.
Recharge Steel Ibis Lamellar to add 1d6.
Acrobatics 15: 1d10 + 2 + 1d6 ⇒ (8) + 2 + (6) = 16 Defeated!
Free explore.
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.

Ouch!
Discard Blessing of Gorum to add die.
Acrobatics 16: 3d6 + 2 ⇒ (6, 6, 5) + 2 = 19 Defeated! Phew!

Knowing that Ridaiya must be somewhere nearby, Flenta decides to check in on her friends. First she heads over to Seelah, arriving just in time to help her avoid getting ambushed. While dealing with the first threat, the little halfling almost triggers another. She notices a trap just in time, grabbing Seelah and getting her to safety as well.

Not going to risk the extra free explore here without the blessing in hand.

Discard Hatchetbird to move to Hall of Winged Chaos. Explore.

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.

Reveal Khepresh of Refuge to avoid all the BYA damage.
Combat (Melee) 17: 1d10 + 6 + 1d6 + 1d4 + 1 ⇒ (10) + 6 + (6) + (1) + 1 = 24 Defeated!

She then heads over to see how Radillo is going. She arrives just in time to deal with a nasty big spider who was about to pounce on her friend.

End Turn.
Damage Type: 1d6 ⇒ 6
Damage: 1d4 ⇒ 1 Reveal Khepresh of Refuge.
Reset Hand.

Flenta wrote:

Hand: Khepresh of Refuge, Skyplate Armor, Blessing of Shizuru, Pillaging Mace, Quickdraw Shield, Frost Lance +2, Adamantine Trident +3,

Displayed:
Deck: 13 Discard: 4 Buried: 1
Notes: Use blessings as needed (add 1d12 for Strength checks). Add 1d4+1 to local combat checks. Shirt reroll used: N. Hero Points: 6
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
Melee: Strength +2
Dexterity d6 [ ]+1 [ ]+2
Acrobatics: Dexterity +2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [X]+2 [X]+3
Knowledge: Intelligence +2
Wisdom d6 [ ]+1
Charisma d6 [ ]+1 [ ]+2

Favored Card: Weapon or Spell
Hand Size 5 [X]6 [X]7
Proficient with: Light Armors [ ]Heavy Armors Weapons
Powers:
After you play a spell that has the Arcane trait for its powers, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
When you would discard a weapon for its power, you may recharge it ([X] or shuffle it into your deck) instead.
[X] For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2
[X] Add 1d4 ([X]+1) to a combat check by a character at your location
[X] When you play a blessing to add to a Strength check, you may add a d12 instead of the normal die.


Hour of the Elements

Radillo, once again, admires Flenta's industriousness.

Eeep! Thank you Flenta, that would have been quite nasty to face!

Feeling a little sheepish about her lazy last hour, Radillo decides to tentatively explore... Examining first, per Curse of Sphinx

Toxic Geyser

Yuck. Fire Snake, seeing Ring of Protection on bottom of deck, Recharge Pyromaniac Mage

Wisdom 5 + (2*6) = DC 17 1d12 + 7 + 1d6 + 1 ⇒ (3) + 7 + (2) + 1 = 13

Hero Point 1d12 + 7 + 1d6 + 1 ⇒ (1) + 7 + (5) + 1 = 14

Darn.

7d6 ⇒ (5, 1, 5, 1, 4, 4, 5) = 25 = Reveal Gravewatcher Chainmail 7 times.

Recovery: fire snake 1d12 + 7 ⇒ (12) + 7 = 19

Redraw: Blessing of Achaekek
Cat (AD 3)
Ring of Protection

Radillo wrote:

Hand: Gravewatcher Chainmail (T), Cleric of Nethys (AD 2), Cloudburst, Icy Prison, Elemental Hippo (AD 6)*, Blessing of Achaekek, Cat (AD 3), Ring of Protection,

Displayed: Curse of the Sphinx, Curse of Poisioning, Fire Snake,
Deck: 1 Discard: 14 Buried: 0
Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Gozreh: 2 dice to close. Achaekek: 2 dice vs. h/v)
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [x] +1 [/b][x]+2[/b]
Constitution d4 [ ] +1 [ ] +2
Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
Arcane: Intelligence +3
Wisdom d4 [ ] +1 [ ] +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3

Favored Card: Spell or Ally
Hand Size [x] 7 [x] 8
Proficiencies: None. Powers:
When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
[ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
[x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
[ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
[x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


Box Runner

During This Adventure:
Summoned Banes || Loot List || Traders

•The scourge die is 1d10

Scourges:

1 = Curse of Poisoning
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

Curse of Poisoning:

Spoiler:
Curse of Poisoning
Scourge B

Traits
Curse
Poison

Check
None

Powers
While displayed, after you reset your hand, recharge a random card.
"Lo! The fire burns hot in your veins!"

Curse of Vulnerability:

Spoiler:
Curse of Vulnerability
Scourge B

Traits
Curse

Check
None

Powers
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.
"O, wretches! You stand helpless before me!"

Curse of Daybane:

Spoiler:
Curse of Daybane
Scourge B

Traits
Curse
Undead

Check
None

Powers
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.
"Know this! The Orb of Ra destroys!"

Curse of the Ravenous:

Spoiler:
Curse of the Ravenous
Scourge 1

Traits
Curse

Check
None

Powers
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.
"A plague of famine upon the nation!"

Curse of Withering:

Spoiler:
Curse of Withering
Scourge 2

Traits
Curse

Check
None

Powers
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.
"To all your hopes, a decrepit demise!"

Curse of Fevered Dreams:

Spoiler:
Curse of Fevered Dreams
Scourge 3

Traits
Curse
Arcane

Check
None

Powers
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

You may only have 1 copy of this card displayed.
"Sir, your sanity is imperiled!"

Curse of the Sphinx:

Spoiler:
Curse of the Sphinx
Scourge 4

Traits
Curse
Sphinx

Check
None

Powers
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.

You may only have 1 copy of this card displayed.
"I watch over all! There is no escaping my gaze!"

Curse of Blindness:

Spoiler:
Curse of Blindness
Scourge 5

Traits
Curse

Check
None

Powers
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

You may only have 1 copy of this card displayed.
"On the brightest noon, darkness shall reign!"

Curse of the Mummy:

Spoiler:
Curse of the Mummy
Scourge 6

Traits
Curse
Undead
Mummy

Check
None

Powers
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

You may only have 1 copy of this card displayed.
"Send your best raiders! All will be lost!"



• When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
• After you begin In Search of a Sage, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin The Sepulcher Soars Anew, do the same for cards that have the Elite trait.

During This Scenario: • At the end of your turn, roll 1d6; you are dealt 1d4 damage of the following type:
1–2. Acid damage
3–4. Electricity damage
5–6. Fire damage
• You may bury a blessing to reduce all damage dealt to you by 2.

Scenario Level (#): 6

Turn: 16, Seelah/Redelia

Random Cards:

Monsters
Spoiler:
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.

Spoiler:
Plague Zombie
MM
Monster 1
Traits:
Undead
Elite
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Spoiler:
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.

Spoiler:
Caryatid Column
MM
Monster 1
Traits:
Construct
Elite
To Defeat:
Combat 10
The Caryatid Column is immune to the Attack, Mental, and Poison traits. If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

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.

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

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.

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

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

Armors
Spoiler:
Scarab Buckler
MM
Loot B
Type: Armor
Traits:
Shield
Alchemical
Healing
To Acquire:
None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

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.

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:
Alchemist's Suit
MM
Armor 2
Traits:
Clothing
Light Armor
Alchemical
To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.

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.

Items
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.

Spoiler:
Wyvern Poison
MM
Item 5
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 11
When playing a weapon on your combat check, reveal this card to add 2d8 and the Poison trait. After the check, succeed at a Disable or Craft 14 check or bury the top card of your deck.

Spoiler:
Cenovath
MM
Item 5
Traits:
Object
Magic
Mummy
To Acquire:
Intelligence
Wisdom
Survival 14
Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.

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:
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:
Pakesket
MM
Ally 5
Traits:
Animal
Phoenix
Fire
To Acquire:
Charisma
Diplomacy 8
THEN Charisma
Diplomacy 12
Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.

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:
Ptemenib
MM
Ally 2
Traits:
Human
Cleric
To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of up to 2 locations.
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

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:
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 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 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 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.

Hour Power:

Current Hour:

Blessing of Maat:
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.

Hours Remaining: 14

Hourglass

Hourglass Cards/Turn Order:
Hourglass Card 1 Flenta/Greenclaw:
Spoiler:
Hourglass Card 1 Flenta/Greenclaw
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 Radillo/Redgar:
Spoiler:
Hourglass Card 2 Radillo/Redgar
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 Seelah/Redelia:
Spoiler:
Hourglass Card 3 Seelah/Redelia
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.
Hourglass Card 4 Flenta/Greenclaw:
Spoiler:
Hourglass Card 4 Flenta/Greenclaw
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 Radillo/Redgar:
Spoiler:
Hourglass Card 5 Radillo/Redgar
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 Seelah/Redelia:
Spoiler:
Hourglass Card 6 Seelah/Redelia
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 7 Flenta/Greenclaw:
Spoiler:
Hourglass Card 7 Flenta/Greenclaw
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 Radillo/Redgar:
Spoiler:
Hourglass Card 8 Radillo/Redgar
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 Seelah/Redelia:
Spoiler:
Hourglass Card 9 Seelah/Redelia
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 Flenta/Greenclaw:
Spoiler:
Hourglass Card 10 Flenta/Greenclaw
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 11 Radillo/Redgar:
Spoiler:
Hourglass Card 11 Radillo/Redgar
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.
Hourglass Card 12 Seelah/Redelia:
Spoiler:
Hourglass Card 12 Seelah/Redelia
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.
Hourglass Card 13 Flenta/Greenclaw:
Spoiler:
Hourglass Card 13 Flenta/Greenclaw
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.
Hourglass Card 14 Radillo/Redgar:
Spoiler:
Hourglass Card 14 Radillo/Redgar
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: Crypt
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here:

Location #2: 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: 1 Ba: 3 W: 0 Sp: 0 Ar: 0 I: 2 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Flenta/Greenclaw, Radillo/Redgar, Toxic Geyser

Hall of Winged Chaos Card 1:
Bloodroot Poison
MM
Item 3
Traits:
Liquid
Poison
To Acquire:
Intelligence
Craft 9
If you played a weapon on your combat check, reveal this card to add 1d8 and the Poison trait. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
Hall of Winged Chaos Card 2:
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.
Hall of Winged Chaos Card 3:
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.
Hall of Winged Chaos Card 4:
Fireball Trap
MM
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8
If undefeated, each character at your location is dealt 1d4 Fire damage.
Hall of Winged Chaos Card 5:
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.
Hall of Winged Chaos Card 6:
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.
Hall of Winged Chaos Card 7:
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.
Hall of Winged Chaos Card 8:
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.

Location #3: Sky Pharaoh's Throne
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Hall of the Crocodile Kings
At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
M: 1 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 3
Located/Displayed Here: Seelah/Redelia, Villain

Hall of the Crocodile Kings Card 1:
Ridaiya Possessed
None
Villain 6
Type: Monster
Traits:
Alchemist
Human
To Defeat:
Combat 22
THEN Combat 26
OR Wisdom
Divine 17
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage then 1d4 Fire damage.
If your check result exceeds Ridaiya’s check to defeat, remove the highest die value from your result.
Hall of the Crocodile Kings Card 2:
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.
Hall of the Crocodile Kings Card 3:
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.
Hall of the Crocodile Kings Card 4:
Usij Ghul
None
Henchman 6
Type: Monster
Traits:
Cultist
Outsider
Undead
To Defeat:
Combat 25
The Usij Ghul is immune to the Mental and Poison traits.
Roll 1d6. All damage dealt by the Usij Ghul is the following type:
1–2. Acid 3–4. Electricity 5–6. Fire
Before you act, if you are the only character at your location, you are dealt 1d4 damage.
After you act, each character at your location is dealt 1d4 damage.
If undefeated, discard a card from the blessings deck.
Hall of the Crocodile Kings 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.
Hall of the Crocodile Kings Card 6:
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.
Hall of the Crocodile Kings Card 7:
Game of Afterlife
MM
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.

Location #5: Eternal Arena
Closed
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None


Seelah explores, finding the villain.

pausing to discuss resources with the team


The other location automatically closes.

Seelah fails the BYA check.
1d4 ⇒ 2
1d4 ⇒ 3
Paladin's helm blocks all but one damage
Blessing of the Ancients discarded as damage

using Flenta's blessing, shocking lance (discard), reveal mountain dog, smite
combat, DC 22: 2d8 + 6 + 2d8 + 2 + 2d6 + 1d6 + 3 ⇒ (3, 6) + 6 + (8, 7) + 2 + (2, 6) + (2) + 3 = 45 pass, even after drop a die

second combat, using Radillo's blessing, frost lance (discard), reveal mountain dog, smite
combat, DC 22: 3d8 + 6 + 2d8 + 4 + 2d8 + 1d6 + 3 ⇒ (5, 6, 6) + 6 + (7, 7) + 4 + (5, 7) + (5) + 3 = 61

Villain is cornered and defeated, we win the scenario.


Box Runner

Development:
You thought yourself destined for the Boneyard once you saw the evil light in Merai’s possessed face. As the battle hit a crescendo, though, you thought of the tens of thousands of lives that would be lost should this sky pyramid slam into Sothis. This knowledge buoyed your swords and spells. Through gritted teeth, you did it—you defeated Ridaiya Merai, and with her you vanquished a spark of Ahriman himself!

That’s the good news. But in Osirion, every bounty has a disturbing consequence. Now comes an even greater challenge: the sky pyramid is still hurtling toward Sothis. It’s up to you to stop this beautiful city’s assured destruction!

Reward:

  • For the rest of the Adventure Path, 1 character may temporarily replace 1 armor in her deck with the loot Khepresh of Refuge. At the end of each scenario, return the loot to the game box.
  • Each character chooses a type of boon other than loot and adds a card of that type that has an adventure deck number of 5 or 6 from the game box to the cards acquired during this scenario.
  • Adventure Card Guild characters may choose a bonus deck upgrade.
  • Everyone gets a hero point as usual
    Khepresh of Refuge:

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

    Tentative Deck Upgrade list (before reward)
    Hippopotamus Mud Elemental (Ally 6)

    Steel Ibis Lamellar (Armor 4)

    Blessing of the Ancients (Blessing B)
    Blessing of the Ancients (Blessing B)
    Blessing of the Ancients (Blessing B)
    Blessing of Pharasma (Blessing B)

    Lottery Urn (Item 1)

    Elemental Mastery (Spell 3)

    Greatclub +1 (Weapon 2)


  • Box Runner

    3-6E: CRASHDOWN
    Now your Aspis Consortium nemesis—who also happened to be possessed with a fragment of the evil demigod Ahriman— lies defeated. Her maniacally destructive cronies are no more. You face only one more challenge, but it is the greatest one of all.

    The sky pyramid, a fantastic artifact and a window into the magic of a lost era, is now barreling on a downward aerial trajectory straight toward Sothis, the cosmopolitan capital of Osirion. And you’re the only one who has any hope of stopping it!

    You scramble toward the pyramid’s controls and desperately stare at their black-and-silver etched mechanisms. Without any real knowledge of the ancient Ushers of Oblivion, or how the mad div-worshipers might have built a magical system to highjack this flying wonder, you’re fairly lost. The controls are a strange mixture of sculpture and clockwork, and at their center stands a two-foottall statue of the same bestial horror you saw in the mural at the pyramid’s bottom—Ahriman, you assume.

    As you wildly fiddle with the controls to no effect, the statue of Ahriman begins to blaze with the same black, evil light you saw in Merai’s eyes. The spinel sage jewel begins to pulse wildly, and you sense Mnesoset’s fear deep in your bones.

    The voice of the sage breaks through the jewel and screams into your mind.

    “The power of Ahriman didn’t die with the cultists!” Mnesoset hisses. “It’s still here, and it’s aching to escape its cage. It wants to possess you next! It wants to use you to destroy Sothis!”

    With a grunt and a growl, you focus on aligning the control mechanisms. You feel the pyramid gradually losing velocity, but it’s not enough—and now a thousand pangs of searing black light assault your vision as the power of Ahriman knocks on your psyche.

    “You have proven yourselves worthy,” an acidic voice burns into your brains. “I have cast aside my former thralls, and now take your souls into my graces. What a fortune you have gained.”

    You can’t give in. You can’t allow the Lord of all Divs to control you, and you can’t let this pyramid stay its course. Sothis is depending on you!

    Villain:
    Ushering of Oblivion
    None Villain 6
    Type: Barrier
    Traits: Arcane Skirmish
    To Defeat: None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman: 1. Pairaka 3. Ghawwa 5. Usij Ghul 2. Druj-Nasu 4. Shira 6. Akvan The summoned card may summon other cards. If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Henchmen (3x):
    Will of Ahriman
    None Henchman 6
    Type: Barrier
    Traits: Divine Obstacle
    To Defeat: Wisdom Fortitude Knowledge Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.

    During This Adventure:
    Summoned Banes || Loot List || Traders

    •The scourge die is 1d10

    Scourges:

    1 = Curse of Poisoning
    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

    Curse of Poisoning:

    Spoiler:
    Curse of Poisoning
    Scourge B

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.
    "Lo! The fire burns hot in your veins!"

    Curse of Vulnerability:

    Spoiler:
    Curse of Vulnerability
    Scourge B

    Traits
    Curse

    Check
    None

    Powers
    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.
    "O, wretches! You stand helpless before me!"

    Curse of Daybane:

    Spoiler:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    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.
    "Know this! The Orb of Ra destroys!"

    Curse of the Ravenous:

    Spoiler:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    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.
    "A plague of famine upon the nation!"

    Curse of Withering:

    Spoiler:
    Curse of Withering
    Scourge 2

    Traits
    Curse

    Check
    None

    Powers
    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.
    "To all your hopes, a decrepit demise!"

    Curse of Fevered Dreams:

    Spoiler:
    Curse of Fevered Dreams
    Scourge 3

    Traits
    Curse
    Arcane

    Check
    None

    Powers
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"

    Curse of the Sphinx:

    Spoiler:
    Curse of the Sphinx
    Scourge 4

    Traits
    Curse
    Sphinx

    Check
    None

    Powers
    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.

    You may only have 1 copy of this card displayed.
    "I watch over all! There is no escaping my gaze!"

    Curse of Blindness:

    Spoiler:
    Curse of Blindness
    Scourge 5

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.
    "On the brightest noon, darkness shall reign!"

    Curse of the Mummy:

    Spoiler:
    Curse of the Mummy
    Scourge 6

    Traits
    Curse
    Undead
    Mummy

    Check
    None

    Powers
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    You may only have 1 copy of this card displayed.
    "Send your best raiders! All will be lost!"



    • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    • After you begin In Search of a Sage, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin The Sepulcher Soars Anew, do the same for cards that have the Elite trait.

    During This Scenario: Set-up:.
    • To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table.
    During the Scenario:
    • When you discard a scourge from the blessings deck, suffer it.
    • At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck. Roll 1d2 (1 for a random Monster, 2 for random barrier)
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Additional Rules:

    1. Pairaka:
    1. Pairaka
    Henchman
    Type: Monster
    Traits: Curse Outsider Trigger
    To Defeat: Combat 13 OR Divine 9
    When you examine this card, shuffle the top card of the blessings deck into your location deck. The Pairaka is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    2. Druj Nasu:
    2. Druj Nasu
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits. Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. If defeated, you may immediately attempt to close the location this henchman came from.
    3. Ghawwa:
    3. Ghawwa
    Henchman
    Type: Monster
    Traits: Aquatic Outsider Trigger
    To Defeat: Combat 18 THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka. The Ghawwa is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    4. Shira:
    4. Shira
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 19 OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    5. Usij Cultist:
    5. Usij Cultist
    Henchman
    Type: Monster
    Traits: Cultist Human
    To Defeat: Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    6. Akvan:
    6. Akvan
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 35
    The Akvan is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom 9 check or the difficulty of checks to defeat is increased by 4 until the end of the encounter. After this check, a character summons and encounters the villain Sepid. If the check to defeat has the Acid, Divine, or Electricity trait, subtract 1 from each die. If undefeated, you are dealt 2d4 Acid damage. If defeated and there are other cards in the siege deck, put the Akvan on the bottom of the siege deck.

    Scenario Level (#): 6

    Turn: 1, Flenta

    Random Cards:

    Monsters
    Spoiler:
    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.

    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:
    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:
    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:
    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:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.

    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:
    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:
    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.

    Weapons
    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:
    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:
    Javelin of Lightning
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.

    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:
    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.

    Spells
    Spoiler:
    Symbol of Fortune
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    On any check, after the roll, discard this card to add or subtract 3 from the result.
    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 16 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:
    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:
    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:
    Boneshatter
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    Attack
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 13
    For your combat check against a monster that does not have the Incorporeal or Ooze trait, discard this card to use your Arcane or Divine skill + 2d12; if the check is against a non-villain monster, ignore its powers that happen 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 15 check to recharge this card instead of discarding it.

    Armors
    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.

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

    Spoiler:
    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.

    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:
    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.

    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.

    Allies
    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:
    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:
    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:
    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.

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

    Blessings
    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.

    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 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 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:

    :
    [/b]

    Traits:
    To Acquire:


    Hours Remaining: 27

    [b]Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 1 Flenta/Greenclaw
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    Hourglass Card 2 Radillo/Redgar:
    Spoiler:
    Hourglass Card 2 Radillo/Redgar
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 3 Seelah/Redelia:
    Spoiler:
    Hourglass Card 3 Seelah/Redelia
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 4 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 4 Flenta/Greenclaw
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    Hourglass Card 5 Radillo/Redgar:
    Spoiler:
    Hourglass Card 5 Radillo/Redgar
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 6 Seelah/Redelia:
    Spoiler:
    Hourglass Card 6 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 7 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 7 Flenta/Greenclaw
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 8 Radillo/Redgar:
    Spoiler:
    Hourglass Card 8 Radillo/Redgar
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 9 Seelah/Redelia:
    Spoiler:
    Hourglass Card 9 Seelah/Redelia
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 10 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 10 Flenta/Greenclaw
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 11 Radillo/Redgar:
    Spoiler:
    Hourglass Card 11 Radillo/Redgar
    Curse of Blindness
    MM
    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.
    Hourglass Card 12 Seelah/Redelia:
    Spoiler:
    Hourglass Card 12 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 13 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 13 Flenta/Greenclaw
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 14 Radillo/Redgar:
    Spoiler:
    Hourglass Card 14 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 15 Seelah/Redelia:
    Spoiler:
    Hourglass Card 15 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 16 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 16 Flenta/Greenclaw
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    Hourglass Card 17 Radillo/Redgar:
    Spoiler:
    Hourglass Card 17 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 18 Seelah/Redelia:
    Spoiler:
    Hourglass Card 18 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 19 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 19 Flenta/Greenclaw
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 20 Radillo/Redgar:
    Spoiler:
    Hourglass Card 20 Radillo/Redgar
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 21 Seelah/Redelia:
    Spoiler:
    Hourglass Card 21 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 22 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 22 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 23 Radillo/Redgar:
    Spoiler:
    Hourglass Card 23 Radillo/Redgar
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 24 Seelah/Redelia:
    Spoiler:
    Hourglass Card 24 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 25 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 25 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 26 Radillo/Redgar:
    Spoiler:
    Hourglass Card 26 Radillo/Redgar
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 27 Seelah/Redelia:
    Spoiler:
    Hourglass Card 27 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.

    Location #2: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 6 Ba: 9 W: 2 Sp: 2 Ar: 2 I: 2 Al: 0 Bl: 6 ?: 4
    Located/Displayed Here: Seelah/Redelia, Flenta/Greenclaw, Radillo/Redgar, None


    Box Runner

    Armor trader:

    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.
    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.
    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.
    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.
    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.


    Rhino hide armour it is! :)


    Radillo wrote:

    Hand: Blessing of the Master of Masters, Marionette, Game of Afterlife (L), Icy Prison, Volcanic Storm, Khai-Utef (AD 5) (L), Cat (AD 3), Life Leech,

    Displayed:
    Deck: 14 Discard: 0 Buried: 0
    Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Gozreh: 2 dice to close. Achaekek: 2 dice vs. h/v)
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [x] +1 [/b][x]+2[/b]
    Constitution d4 [ ] +1 [ ] +2
    Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
    Arcane: Intelligence +3
    Wisdom d4 [ ] +1 [ ] +2
    Charisma d10 [ ] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +3

    Favored Card: Spell or Ally
    Hand Size [x] 7 [x] 8
    Proficiencies: None. Powers:
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
    [ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
    [x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
    [ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
    [x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


    Seelah wrote:

    Hand: Steel Ibis Lamellar, Pegasus, Sun Sword, Frost Lance +2, Blessing of Iomedea 1,

    Displayed:
    Deck: 17 Discard: 0 Buried: 0
    Notes: reroll not yet used, blessings available if needed.

    Skills and Powers:
    SKILLS

    STRENGTH d8 +4
    Melee: Strength +2
    DEXTERITY d4 []+1
    CONSTITUTION d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d4 []+1[]+2
    WISDOM d8+1 []+2 []+3
    Divine: Wisdom +2
    CHARISMA d10 +2

    Hand Size 4 [X]5 [ ]6 [ ]7
    Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6+3 to your check. If the top card was a blessing or spell, recharge it instead.
    You may examine the top card of your location deck at the start ([]or end) of your turn. If it's a boon, put it on the bottom ([ ] or underneath the top card) of the deck.
    [x] During your turn, you may bury a Divine card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.
    [X] When you play Blessing of Iomedea, you may recharge it ([ ] or shuffle it into your deck) instead of discarding it.


    Character Deck Upgrade Prefs: Weapon 5/4 > Item 5 > Ally 5/4 > Blessing 5
    Flenta wrote:

    Hand: Energy Bolt, Blessing of Gorum, Frost Lance +2, Unearthly Aim, Adamantine Trident +3, Dancing Mace +2, Topaz of Strength,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Notes: Use blessings as needed (add 1d12 for Strength checks). Add 1d4+1 to local combat checks. Shirt reroll used: N. Hero Points: 7
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ]+1 [ ]+2
    Acrobatics: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [X]+1 [X]+2 [X]+3
    Knowledge: Intelligence +2
    Wisdom d6 [ ]+1
    Charisma d6 [ ]+1 [ ]+2

    Favored Card: Weapon or Spell
    Hand Size 5 [X]6 [X]7
    Proficient with: Light Armors [ ]Heavy Armors Weapons
    Powers:
    After you play a spell that has the Arcane trait for its powers, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
    When you would discard a weapon for its power, you may recharge it ([X] or shuffle it into your deck) instead.
    [X] For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2
    [X] Add 1d4 ([X]+1) to a combat check by a character at your location
    [X] When you play a blessing to add to a Strength check, you may add a d12 instead of the normal die.


    Box Runner

    During This Adventure:
    Summoned Banes || Loot List || Traders

    •The scourge die is 1d10

    Scourges:

    1 = Curse of Poisoning
    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

    Curse of Poisoning:

    Spoiler:
    Curse of Poisoning
    Scourge B

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.
    "Lo! The fire burns hot in your veins!"

    Curse of Vulnerability:

    Spoiler:
    Curse of Vulnerability
    Scourge B

    Traits
    Curse

    Check
    None

    Powers
    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.
    "O, wretches! You stand helpless before me!"

    Curse of Daybane:

    Spoiler:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    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.
    "Know this! The Orb of Ra destroys!"

    Curse of the Ravenous:

    Spoiler:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    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.
    "A plague of famine upon the nation!"

    Curse of Withering:

    Spoiler:
    Curse of Withering
    Scourge 2

    Traits
    Curse

    Check
    None

    Powers
    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.
    "To all your hopes, a decrepit demise!"

    Curse of Fevered Dreams:

    Spoiler:
    Curse of Fevered Dreams
    Scourge 3

    Traits
    Curse
    Arcane

    Check
    None

    Powers
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"

    Curse of the Sphinx:

    Spoiler:
    Curse of the Sphinx
    Scourge 4

    Traits
    Curse
    Sphinx

    Check
    None

    Powers
    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.

    You may only have 1 copy of this card displayed.
    "I watch over all! There is no escaping my gaze!"

    Curse of Blindness:

    Spoiler:
    Curse of Blindness
    Scourge 5

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.
    "On the brightest noon, darkness shall reign!"

    Curse of the Mummy:

    Spoiler:
    Curse of the Mummy
    Scourge 6

    Traits
    Curse
    Undead
    Mummy

    Check
    None

    Powers
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    You may only have 1 copy of this card displayed.
    "Send your best raiders! All will be lost!"



    • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    • After you begin In Search of a Sage, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin The Sepulcher Soars Anew, do the same for cards that have the Elite trait.

    During This Scenario:Set-up: To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table.
    During the Scenario:
    • When you discard a scourge from the blessings deck, suffer it.
    • At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck. Roll 1d2 (1 for a random Monster, 2 for random barrier)
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Additional Rules:

    1. Pairaka:
    1. Pairaka
    Henchman
    Type: Monster
    Traits: Curse Outsider Trigger
    To Defeat: Combat 13 OR Divine 9
    When you examine this card, shuffle the top card of the blessings deck into your location deck. The Pairaka is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    2. Druj Nasu:
    2. Druj Nasu
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits. Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. If defeated, you may immediately attempt to close the location this henchman came from.
    3. Ghawwa:
    3. Ghawwa
    Henchman
    Type: Monster
    Traits: Aquatic Outsider Trigger
    To Defeat: Combat 18 THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka. The Ghawwa is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    4. Shira:
    4. Shira
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 19 OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    5. Usij Cultist:
    5. Usij Cultist
    Henchman
    Type: Monster
    Traits: Cultist Human
    To Defeat: Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    6. Akvan:
    6. Akvan
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 35
    The Akvan is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom 9 check or the difficulty of checks to defeat is increased by 4 until the end of the encounter. After this check, a character summons and encounters the villain Sepid. If the check to defeat has the Acid, Divine, or Electricity trait, subtract 1 from each die. If undefeated, you are dealt 2d4 Acid damage. If defeated and there are other cards in the siege deck, put the Akvan on the bottom of the siege deck.

    Scenario Level (#): 6

    Turn: 1, Flenta/Greenclaw

    Random Cards:

    Monsters
    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:
    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:
    Graven Guardian of Set
    MM
    Monster 5
    Traits:
    Construct
    To Defeat:
    Combat 21
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If the Graven Guardian of Set would be defeated, reroll the dice; take the new result.

    Spoiler:
    Mummy
    MM
    Monster 4
    Traits:
    Undead
    Mummy
    To Defeat:
    Combat 21
    The Mummy is immune to the Cold, Mental, and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    If undefeated, bury your discard pile.

    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:
    Hungry Fog
    MM
    Barrier 3
    Traits:
    Obstacle
    Magic
    Acid
    To Defeat:
    Wisdom
    Perception 10
    The Hungry Fog is immune to the Acid and Electricity traits.
    When you encounter this card, you may succeed at a Dexterity or Stealth 10 check to evade it.
    If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

    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:
    Telekinesis Trap
    MM
    Barrier 2
    Traits:
    Trap
    Arcane
    Magic
    To Defeat:
    ArcaneDivine 12
    OR ConstitutionDisable 9
    If undefeated, you are dealt 3 Combat damage; display this card next to its location deck.
    While displayed, characters at this location cannot move or explore. When you end your turn at this location, Telekinesis Trap deals 1d4+1 Acid damage to you. When you end your move step at this location, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.

    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:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

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

    Spoiler:
    Chakram
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Elite
    To Acquire:
    Dexterity
    Ranged 6
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4.

    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:
    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:
    Holy Light
    MM
    Spell B
    Traits:
    Magic
    Divine
    Attack
    Elite
    To Acquire:
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, instead use your Divine skill + 2d12.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spoiler:
    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:
    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:
    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:
    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.

    Armors
    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:
    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:
    Scarab Buckler
    MM
    Loot B
    Type: Armor
    Traits:
    Shield
    Alchemical
    Healing
    To Acquire:
    None
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
    Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
    Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

    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:
    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.

    Items
    Spoiler:
    Jet of Anubis
    MM
    Item 4
    Traits:
    Object
    Magic
    Anubis
    To Acquire:
    Charisma
    Diplomacy
    Stealth 11
    On your Charisma check or your check that invokes the Poison trait, recharge this card to add 1 die or to remove any 1 die. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    On your combat check, recharge this card to add 1d4 and the Poison check.

    Spoiler:
    Lottery Urn
    MM
    Item 1
    Traits:
    Object
    Magic
    Gambling
    To Acquire:
    Wisdom 6
    On your check, after your roll, recharge this card to choose a number. Reroll all dice that have a value equal to that number; take the new result.

    Spoiler:
    Deliquescent Gloves
    MM
    Item 3
    Traits:
    Accessory
    Alchemical
    Acid
    To Acquire:
    Dexterity
    Intelligence
    Craft 8
    Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
    Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

    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:
    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.

    Allies
    Spoiler:
    Mahga Threefingers
    MM
    Ally B
    Traits:
    Half-Orc
    Ranger
    To Acquire:
    Charisma
    Diplomacy 8
    On your check, after the roll, recharge this card to add 3 or subtract 2 from the result.
    Discard this card to explore your location.

    Spoiler:
    Ptemenib
    MM
    Ally 2
    Traits:
    Human
    Cleric
    To Acquire:
    Charisma
    Diplomacy
    Divine 8
    Recharge this card to examine the top card of up to 2 locations.
    Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

    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.

    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 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 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.

    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 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:

    Curse of Vulnerability:
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.

    Hours Remaining: 26

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Radillo/Redgar:
    Spoiler:
    Hourglass Card 1 Radillo/Redgar
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 2 Seelah/Redelia:
    Spoiler:
    Hourglass Card 2 Seelah/Redelia
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 3 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 3 Flenta/Greenclaw
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    Hourglass Card 4 Radillo/Redgar:
    Spoiler:
    Hourglass Card 4 Radillo/Redgar
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 5 Seelah/Redelia:
    Spoiler:
    Hourglass Card 5 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 6 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 6 Flenta/Greenclaw
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 7 Radillo/Redgar:
    Spoiler:
    Hourglass Card 7 Radillo/Redgar
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 8 Seelah/Redelia:
    Spoiler:
    Hourglass Card 8 Seelah/Redelia
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 9 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 9 Flenta/Greenclaw
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 10 Radillo/Redgar:
    Spoiler:
    Hourglass Card 10 Radillo/Redgar
    Curse of Blindness
    MM
    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.
    Hourglass Card 11 Seelah/Redelia:
    Spoiler:
    Hourglass Card 11 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 12 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 12 Flenta/Greenclaw
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 13 Radillo/Redgar:
    Spoiler:
    Hourglass Card 13 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 14 Seelah/Redelia:
    Spoiler:
    Hourglass Card 14 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 15 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 15 Flenta/Greenclaw
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    Hourglass Card 16 Radillo/Redgar:
    Spoiler:
    Hourglass Card 16 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 17 Seelah/Redelia:
    Spoiler:
    Hourglass Card 17 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 18 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 18 Flenta/Greenclaw
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 19 Radillo/Redgar:
    Spoiler:
    Hourglass Card 19 Radillo/Redgar
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 20 Seelah/Redelia:
    Spoiler:
    Hourglass Card 20 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 21 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 21 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 22 Radillo/Redgar:
    Spoiler:
    Hourglass Card 22 Radillo/Redgar
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 23 Seelah/Redelia:
    Spoiler:
    Hourglass Card 23 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 24 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 24 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 25 Radillo/Redgar:
    Spoiler:
    Hourglass Card 25 Radillo/Redgar
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 26 Seelah/Redelia:
    Spoiler:
    Hourglass Card 26 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.

    Location #2: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 6 Ba: 9 W: 2 Sp: 2 Ar: 2 I: 2 Al: 0 Bl: 6 ?: 4
    Located/Displayed Here: Seelah/Redelia, Flenta/Greenclaw, Radillo/Redgar, None

    Oblivion's Bridge 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.
    Oblivion's Bridge Card 2:
    Skull Ripper
    MM
    Monster 3
    Traits:
    Construct
    To Defeat:
    Combat 14
    The Skill Ripper is immune to the Attack and Mental traits.
    If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
    Oblivion's Bridge 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.
    Oblivion's Bridge Card 4:
    Poison Blade Trap
    MM
    Barrier B
    Traits:
    Trap
    Poison
    Slashing
    Elite
    To Defeat:
    Dexterity
    Acrobatics 5
    OR Disable
    Knowledge 7
    If undefeated, each character at your location is dealt 1d4 Poison damage.
    Oblivion's Bridge Card 5:
    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.
    Oblivion's Bridge Card 6:
    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.
    Oblivion's Bridge Card 7:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 8:
    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.
    Oblivion's Bridge Card 9:
    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.
    Oblivion's Bridge Card 10:
    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.
    Oblivion's Bridge Card 11:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
    Oblivion's Bridge Card 12:
    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.
    Oblivion's Bridge Card 13:
    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.
    Oblivion's Bridge Card 14:
    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.
    Oblivion's Bridge Card 15:
    Flaming Spear +1
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Oblivion's Bridge Card 16:
    Plague Zombie
    MM
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Oblivion's Bridge Card 17:
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Oblivion's Bridge Card 18:
    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.
    Oblivion's Bridge Card 19:
    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.
    Oblivion's Bridge Card 20:
    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.
    Oblivion's Bridge Card 21:
    Crocodile Skin Lamellar
    MM
    Armor B
    Traits:
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Oblivion's Bridge Card 22:
    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.
    Oblivion's Bridge Card 23:
    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.
    Oblivion's Bridge Card 24:
    Shrieking Plant
    MM
    Barrier 1
    Traits:
    Trigger
    Obstacle
    Plant
    Elite
    To Defeat:
    Wisdom
    Stealth
    Perception
    Survival 8
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
    Oblivion's Bridge Card 25:
    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.
    Oblivion's Bridge Card 26:
    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.
    Oblivion's Bridge Card 27:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 28:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.
    Oblivion's Bridge Card 29:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 30:
    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.
    Oblivion's Bridge Card 31:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Oblivion's Bridge Card 32:
    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.
    Oblivion's Bridge Card 33:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.


    Character Deck Upgrade Prefs: Weapon 5/4 > Item 5 > Ally 5/4 > Blessing 5

    It is the hour of Vulnerability.

    Curse of Vulnerability:

    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.

    Display the curse.
    Explore Oblivion's Bridge
    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.

    Recharge Topaz of Strength to use Strength die. Discard Blessing of Gorum to add 1 die.
    Wisdom 16: 2d10 ⇒ (9, 8) = 17 Phew! Defeated!

    Flenta tries to make sense of the controls. She feels her defenses weakening from the pyramid's unnatural magic, but for now manages to avoid succumbing to any additional curses.

    End Turn. Summon random card 1d2 ⇒ 1

    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.

    Discard (shuffle into deck) Adamantine Trident +3 and discard (shuffle into deck) Dancing Mace +2.
    Combat (Melee) 20: 1d10 + 6 + 1d8 + 3 + 1d8 + 1d8 + 2 + 1d4 + 1 ⇒ (1) + 6 + (1) + 3 + (6) + (6) + 2 + (1) + 1 = 27
    Ones changed to zeros = 24. Defeated!

    Curses are one thing, but large muscly men with their skin completely removed from their body are quite a different challenge. Thankfully Flenta has picked up some new weapons, and uses her new trident to skewer the massive monster in the chest, while she commands her magical mace to assist her with a few whacks to the creature's bloody head.

    Reset Hand.

    Flenta wrote:

    Hand: Energy Bolt, Topaz of Strength, Mace of Smiting, Unearthly Aim, Hatchetbird, Scarab Buckler, Gem of Physical Prowess,

    Displayed: Curse of Vulnerability,
    Deck: 14 Discard: 1 Buried: 0
    Notes: Use blessings as needed (add 1d12 for Strength checks). Add 1d4+1 to local combat checks. Shirt reroll used: N. Hero Points: 7
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ]+1 [ ]+2
    Acrobatics: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [X]+1 [X]+2 [X]+3
    Knowledge: Intelligence +2
    Wisdom d6 [ ]+1
    Charisma d6 [ ]+1 [ ]+2

    Favored Card: Weapon or Spell
    Hand Size 5 [X]6 [X]7
    Proficient with: Light Armors [ ]Heavy Armors Weapons
    Powers:
    After you play a spell that has the Arcane trait for its powers, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
    When you would discard a weapon for its power, you may recharge it ([X] or shuffle it into your deck) instead.
    [X] For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2
    [X] Add 1d4 ([X]+1) to a combat check by a character at your location
    [X] When you play a blessing to add to a Strength check, you may add a d12 instead of the normal die.


    Skull Ripper 1d6 + 1d4 + 1 ⇒ (1) + (3) + 1 = 5 1d6 + 4 ⇒ (5) + 4 = 9

    Bonecrusher Chiefen 1d10 + 7 + 3d6 + 1d10 + 1d4 + 1 ⇒ (7) + 7 + (4, 2, 3) + (9) + (4) + 1 = 37

    Poison Blade Trap 1d8 + 1 ⇒ (5) + 1 = 6

    Channel the Gift 1d10 + 7 ⇒ (7) + 7 = 14

    Poison Spiked Pit Trap 1d10 + 7 + 1d10 ⇒ (1) + 7 + (8) = 16

    Will of Ahrimain 1d10 + 3 + 2d10 ⇒ (3) + 3 + (6, 10) = 22

    Blessing of Maat 1d4 + 2d4 ⇒ (3) + (3, 2) = 8

    Hungry Fog to evade 1d8 + 1 ⇒ (1) + 1 = 2

    Hungry Fog Perception 1d4 ⇒ 2

    Recovery: Volcanic Storm 1d10 + 7 + 2 ⇒ (9) + 7 + 2 = 18
    Fire Snake 1d10 + 7 + 2 ⇒ (1) + 7 + 2 = 10
    Game of Afterlife 1d10 + 4 + 2 ⇒ (5) + 4 + 2 = 11

    Radillo wrote:

    Hand: Cloudburst, Mask of the Forgotten Pharaoh (L), Marionette, Icy Prison, Ring of Protection, Blessing of Maat*, Cat (AD 3), Mountaineer (AD 6),

    Displayed: Curse of the Sphinx,
    Deck: 8 Discard: 6 Buried: 1
    Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Maat: +2 / -2 after roll, or replace all dice w/d8's)
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [x] +1 [/b][x]+2[/b]
    Constitution d4 [ ] +1 [ ] +2
    Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
    Arcane: Intelligence +3
    Wisdom d4 [ ] +1 [ ] +2
    Charisma d10 [ ] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +3

    Favored Card: Spell or Ally
    Hand Size [x] 7 [x] 8
    Proficiencies: None. Powers:
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
    [ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
    [x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
    [ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
    [x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


    In short: Hour of the Curse of the Sphinx. Display.

    Punched the Skull Ripper, after recharging Khai-Utef to drop the DC to 7. Use reroll on the Skull Ripper. Flenta's aid was invaluable.

    Bonecrusher Chieften is off the Curse of Sphinx examination. Use Volcanic Storm, and flank with Flenta.

    Poison Spiked Pit trap used Seelah's Blessing of Iomadae (which recharged). Wouldn't have made it without the extra boost from Seelah!

    Will of Ahrimain used my Blessing of Achaekek

    Blessing of Maat used my Blessing of Abraxas

    Hungry Fog ate my Life Leech. :(

    I use Game of Afterlife to get rid of Flenta's Curse of Vulnerability.

    End of turn summary:

    Cards 1-8 dealt with
    Spell 4 (Channel the Gift) Acquired
    Blessing 1 (Maat) Acquired.
    **Seelah's Blessing of Iomadae recharges**
    **Flenta's Curse of Vulnerability removed**

    Radillo would appreciate a heal if there is one going, as I now have 4 blessings in my discard pile... and my life leech, which I carefully finagled to the top of my deck, got buried by Hungry Fog. :(


    Box Runner

    During This Adventure:
    Summoned Banes || Loot List || Traders

    •The scourge die is 1d10

    Scourges:

    1 = Curse of Poisoning
    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

    Curse of Poisoning:

    Spoiler:
    Curse of Poisoning
    Scourge B

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.
    "Lo! The fire burns hot in your veins!"

    Curse of Vulnerability:

    Spoiler:
    Curse of Vulnerability
    Scourge B

    Traits
    Curse

    Check
    None

    Powers
    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.
    "O, wretches! You stand helpless before me!"

    Curse of Daybane:

    Spoiler:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    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.
    "Know this! The Orb of Ra destroys!"

    Curse of the Ravenous:

    Spoiler:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    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.
    "A plague of famine upon the nation!"

    Curse of Withering:

    Spoiler:
    Curse of Withering
    Scourge 2

    Traits
    Curse

    Check
    None

    Powers
    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.
    "To all your hopes, a decrepit demise!"

    Curse of Fevered Dreams:

    Spoiler:
    Curse of Fevered Dreams
    Scourge 3

    Traits
    Curse
    Arcane

    Check
    None

    Powers
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"

    Curse of the Sphinx:

    Spoiler:
    Curse of the Sphinx
    Scourge 4

    Traits
    Curse
    Sphinx

    Check
    None

    Powers
    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.

    You may only have 1 copy of this card displayed.
    "I watch over all! There is no escaping my gaze!"

    Curse of Blindness:

    Spoiler:
    Curse of Blindness
    Scourge 5

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.
    "On the brightest noon, darkness shall reign!"

    Curse of the Mummy:

    Spoiler:
    Curse of the Mummy
    Scourge 6

    Traits
    Curse
    Undead
    Mummy

    Check
    None

    Powers
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    You may only have 1 copy of this card displayed.
    "Send your best raiders! All will be lost!"



    • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    • After you begin In Search of a Sage, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin The Sepulcher Soars Anew, do the same for cards that have the Elite trait.

    During This Scenario:Set-up: To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table.
    During the Scenario:
    • When you discard a scourge from the blessings deck, suffer it.
    • At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck. Roll 1d2 (1 for a random Monster, 2 for random barrier)
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Additional Rules:

    1. Pairaka:
    1. Pairaka
    Henchman
    Type: Monster
    Traits: Curse Outsider Trigger
    To Defeat: Combat 13 OR Divine 9
    When you examine this card, shuffle the top card of the blessings deck into your location deck. The Pairaka is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    2. Druj Nasu:
    2. Druj Nasu
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits. Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. If defeated, you may immediately attempt to close the location this henchman came from.
    3. Ghawwa:
    3. Ghawwa
    Henchman
    Type: Monster
    Traits: Aquatic Outsider Trigger
    To Defeat: Combat 18 THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka. The Ghawwa is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    4. Shira:
    4. Shira
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 19 OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    5. Usij Cultist:
    5. Usij Cultist
    Henchman
    Type: Monster
    Traits: Cultist Human
    To Defeat: Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    6. Akvan:
    6. Akvan
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 35
    The Akvan is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom 9 check or the difficulty of checks to defeat is increased by 4 until the end of the encounter. After this check, a character summons and encounters the villain Sepid. If the check to defeat has the Acid, Divine, or Electricity trait, subtract 1 from each die. If undefeated, you are dealt 2d4 Acid damage. If defeated and there are other cards in the siege deck, put the Akvan on the bottom of the siege deck.

    Scenario Level (#): 6

    Turn: 3, Seelah/Redelia

    Random Cards:

    Monsters
    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:
    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:
    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:
    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:
    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.

    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:
    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:
    Shocking Chest
    MM
    Barrier 4
    Traits:
    Cache
    Lock
    Trap
    To Defeat:
    DexterityDisable 12
    OR Strength 15
    After you act, if the result of your check to defeat is less than 17, each character at your location is dealt 1d4 Electricity damage.
    If undefeated, you may banish this barrier.
    If defeated, draw a weapon, a spell, and an item from the box.

    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:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.

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

    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:
    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.

    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:
    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:
    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.

    Armors
    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:
    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:
    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.

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

    Items
    Spoiler:
    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:
    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.

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

    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:
    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.

    Allies
    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:
    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.

    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:
    Caravan Guard
    MM
    Ally B
    Traits:
    Human
    Hireling
    Elite
    To Acquire:
    Bury an armor
    OR Charisma
    Diplomacy 8
    Recharge this card to add 1d4 to your Melee or Ranged Combat check.
    Banish this card to reduce Combat damage dealt to you by 3.
    Discard this card to explore your location.

    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 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 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 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.

    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:

    Curse of Withering:
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.

    Hours Remaining: 24

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 1 Flenta/Greenclaw
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    Hourglass Card 2 Radillo/Redgar:
    Spoiler:
    Hourglass Card 2 Radillo/Redgar
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 3 Seelah/Redelia:
    Spoiler:
    Hourglass Card 3 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 4 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 4 Flenta/Greenclaw
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 5 Radillo/Redgar:
    Spoiler:
    Hourglass Card 5 Radillo/Redgar
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 6 Seelah/Redelia:
    Spoiler:
    Hourglass Card 6 Seelah/Redelia
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 7 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 7 Flenta/Greenclaw
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 8 Radillo/Redgar:
    Spoiler:
    Hourglass Card 8 Radillo/Redgar
    Curse of Blindness
    MM
    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.
    Hourglass Card 9 Seelah/Redelia:
    Spoiler:
    Hourglass Card 9 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 10 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 10 Flenta/Greenclaw
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 11 Radillo/Redgar:
    Spoiler:
    Hourglass Card 11 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 12 Seelah/Redelia:
    Spoiler:
    Hourglass Card 12 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 13 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 13 Flenta/Greenclaw
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    Hourglass Card 14 Radillo/Redgar:
    Spoiler:
    Hourglass Card 14 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 15 Seelah/Redelia:
    Spoiler:
    Hourglass Card 15 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 16 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 16 Flenta/Greenclaw
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 17 Radillo/Redgar:
    Spoiler:
    Hourglass Card 17 Radillo/Redgar
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 18 Seelah/Redelia:
    Spoiler:
    Hourglass Card 18 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 19 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 19 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 20 Radillo/Redgar:
    Spoiler:
    Hourglass Card 20 Radillo/Redgar
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 21 Seelah/Redelia:
    Spoiler:
    Hourglass Card 21 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 22 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 22 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 23 Radillo/Redgar:
    Spoiler:
    Hourglass Card 23 Radillo/Redgar
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 24 Seelah/Redelia:
    Spoiler:
    Hourglass Card 24 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.

    Location #2: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 4 Ba: 6 W: 2 Sp: 1 Ar: 2 I: 2 Al: 0 Bl: 5 ?: 3
    Located/Displayed Here: Seelah/Redelia, Flenta/Greenclaw, Radillo/Redgar, None

    Oblivion's Bridge 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.
    Oblivion's Bridge Card 2:
    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.
    Oblivion's Bridge Card 3:
    Memories of Violence
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.
    Oblivion's Bridge Card 4:
    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.
    Oblivion's Bridge Card 5:
    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.
    Oblivion's Bridge 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.
    Oblivion's Bridge Card 7:
    Flaming Spear +1
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 9
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
    If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
    Oblivion's Bridge Card 8:
    Plague Zombie
    MM
    Monster 1
    Traits:
    Undead
    Elite
    To Defeat:
    Combat 11
    The Plague Zombie is immune to the Mental and Poison traits.
    If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
    Oblivion's Bridge Card 9:
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Oblivion's Bridge Card 10:
    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.
    Oblivion's Bridge Card 11:
    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.
    Oblivion's Bridge Card 12:
    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.
    Oblivion's Bridge Card 13:
    Crocodile Skin Lamellar
    MM
    Armor B
    Traits:
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Oblivion's Bridge Card 14:
    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.
    Oblivion's Bridge Card 15:
    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.
    Oblivion's Bridge Card 16:
    Shrieking Plant
    MM
    Barrier 1
    Traits:
    Trigger
    Obstacle
    Plant
    Elite
    To Defeat:
    Wisdom
    Stealth
    Perception
    Survival 8
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
    Oblivion's Bridge Card 17:
    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.
    Oblivion's Bridge Card 18:
    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.
    Oblivion's Bridge Card 19:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 20:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.
    Oblivion's Bridge Card 21:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 22:
    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.
    Oblivion's Bridge Card 23:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Oblivion's Bridge Card 24:
    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.
    Oblivion's Bridge Card 25:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.


    The curse of withering is inflicted on Seelah.

    She explores and finds a blessing.
    charisma, DC 10, withering: 1d8 + 2 ⇒ (3) + 2 = 5
    nope

    random card: 1d2 ⇒ 1
    random monster: furies of the drowned desert
    BYA str, smite: 1d6 + 4 + 1d6 + 3 ⇒ (6) + 4 + (2) + 3 = 15 yep
    combat, DC 21, lance, pegasus, smite: 1d6 + 6 + 2d6 + 4 + 1d6 + 3 ⇒ (5) + 6 + (2, 6) + 4 + (2) + 3 = 28
    defeated
    (2 blessings were recharged for smites)

    draw up and end turn

    Seelah wrote:

    Hand: Steel Ibis Lamellar, Pegasus, Sun Sword, Frost Lance +2, Blessing of Iomedea 1,

    Displayed:
    Deck: 17 Discard: 0 Buried: 0
    Notes: reroll not yet used, blessings available if needed.

    Skills and Powers:
    SKILLS

    STRENGTH d8 +4
    Melee: Strength +2
    DEXTERITY d4 []+1
    CONSTITUTION d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d4 []+1[]+2
    WISDOM d8+1 []+2 []+3
    Divine: Wisdom +2
    CHARISMA d10 +2

    Hand Size 4 [X]5 [ ]6 [ ]7
    Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6+3 to your check. If the top card was a blessing or spell, recharge it instead.
    You may examine the top card of your location deck at the start ([]or end) of your turn. If it's a boon, put it on the bottom ([ ] or underneath the top card) of the deck.
    [x] During your turn, you may bury a Divine card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.
    [X] When you play Blessing of Iomedea, you may recharge it ([ ] or shuffle it into your deck) instead of discarding it.


    Character Deck Upgrade Prefs: Weapon 5/4 > Item 5 > Ally 5/4 > Blessing 5

    Off Turn: Remove Curse of Vulnerability - thanks Radillo!
    It is the hour of Curse of Vulnerability - Well that didn't last long!
    Hand Scarab Buckler to Radillo.

    Seeing that her friend is looking a little bit shaky after a burst of impressively feverish activity, Flenta hands Radillo her buckler. "Here, take this and call me in the morning if you don't feel better by then...assuming we all get to see the sun rise again after this!"

    Explore

    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.

    Recharge Topaz of Strength to roll Strength die for the Knowledge check.
    Knowledge 13: 1d10 + 5 ⇒ (8) + 5 = 13 Defeated!

    "What do you think this box does?" Flenta starts to tinker with a black cube on the pyramid's control panel, but then steps back with a start as she seems to think better of it. "Actually, on second thoughts, I don't want to know. Carry on!"

    Discard Hathetbird to explore again.

    Memories of Violence:

    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Wisdom
    Divine
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, your Intelligence and Wisdom skills are each d4. During your exploration, when you encounter a monster, evade it. When any character starts her turn at your location, she may encounter this card; if defeated, banish it.

    Recharge Gem of Physical Prowess to use Strength die.
    Charisma 8: 1d10 ⇒ 7
    Fail and display the card next to deck.

    Flenta suddenly seems rather troubled, as if recalling all the horrors that they've seen and inflicted during their long adventures together. Perhaps one of her friends can shake the little halfling out of her troubled state.

    End of Turn
    1d2 ⇒ 1

    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.

    Discard (shuffle into deck) Mace of Smiting.
    Combat (Melee) 20: 1d10 + 6 + 1d8 + 3 + 1d4 + 1d4 + 1 ⇒ (9) + 6 + (1) + 3 + (1) + (4) + 1 = 25 23 with ones changed to zeros. Defeated!

    For a moment not sure if it was just another bad memory, Flenta has to fight off another skinless ecorche! "What with these recurring curses, another skinless horror, and my bad memories, it's like deja vu all over again...and again, and again!"

    Reset Hand.

    Flenta wrote:

    Hand: Energy Bolt, Grappler's Mask, Adamantine Trident +3, Unearthly Aim, Blessing of Abadar, Jorgenfist Spear, Remove Curse,

    Displayed: Curse of Vulnerability, Memories of Violence,
    Deck: 13 Discard: 1 Buried: 0
    Notes: Use blessings as needed (add 1d12 for Strength checks). Add 1d4+1 to local combat checks. Banish Remove Curse to get rid of a nasty curse. Shirt reroll used: N. Hero Points: 7
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ]+1 [ ]+2
    Acrobatics: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [X]+1 [X]+2 [X]+3
    Knowledge: Intelligence +2
    Wisdom d6 [ ]+1
    Charisma d6 [ ]+1 [ ]+2

    Favored Card: Weapon or Spell
    Hand Size 5 [X]6 [X]7
    Proficient with: Light Armors [ ]Heavy Armors Weapons
    Powers:
    After you play a spell that has the Arcane trait for its powers, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
    When you would discard a weapon for its power, you may recharge it ([X] or shuffle it into your deck) instead.
    [X] For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2
    [X] Add 1d4 ([X]+1) to a combat check by a character at your location
    [X] When you play a blessing to add to a Strength check, you may add a d12 instead of the normal die.


    Hour of Daybane = Display Curse of Daybane

    Yaawn. Thank you, Flenta! My head is ringing, I'm feeling dehydrated, and EGADS what is that bright light?

    Scarab Buckler: 1d4 + 1 ⇒ (3) + 1 = 4 = Autumn Witch (AD 6), Blessing of Abraxis, Khai-Utef (AD 5), Blessing of Achaekek

    Oh, thanks Flenta: you're a lifesaver. What time is it... and what did we do last night?

    Encounter Memories of Violence

    Memories of Violence

    Diplomacy DC 8 1d10 + 3 ⇒ (6) + 3 = 9

    Oh. Oh my. Flenta... if anyone asks, we remember nothing of last night. And we were nowhere near that brawl. Right? Memories of Violence banished

    Curse of the Sphinx examine... Alchemist's Kit. Recharge hand, redrawing: Volcanic Storm
    Blessing of Achaekek
    Fire Snake
    Khai-Utef (AD 5) (L)
    Disintegrate
    Pyromaniac Mage (AD 5)
    Game of Afterlife (L)
    Rhino Hide Armour (T)

    Discard Khai-Utef (AD 5)

    Alchemist's Kit

    Int DC 6 1d10 + 4 ⇒ (2) + 4 = 6 =4 because of scenario power

    Ugh, looks like there's no headache pills left. You there, go the the shop and get me some would you? Pyromaniac Mage (AD 5) to explore, recharging Khai-Utef (AD 5) (L)

    Curse of the Sphinx examine... Blessing of the Ancients

    Recharge hand, redraw: Ice and Fire
    Autumn Witch (AD 6)
    Blessing of Abraxas
    Cat (AD 3)
    Ring of Protection
    Blessing of Maat*
    Icy Prison
    Channel the Gift*

    Discard: Channel the Gift*

    Blessing of the Ancients

    Divine DC 3 1d4 ⇒ 3

    Huh. This one ancient secret that doctors don't want you to know about might actually be a decent headache cure. Cat (AD 3) to explore, recovering Pyromaniac Mage (AD 5)

    Curse of the Sphinx examine... Blessing of the Elements.

    Recharge Hand. Redraw: Mask of the Forgotten Pharaoh (L)
    Mountaineer (AD 6)
    Cloudburst
    Marionette
    Game of Afterlife (L)
    Rhino Hide Armour (T)
    Disintegrate
    Blessing of Achaekek

    Discard: Mask of the Forgotten Pharaoh (L)

    Blessing of the Elements

    Int DC 6 1d10 + 4 ⇒ (8) + 4 = 12

    Ugh, my head. Well, at least I'm in my element with this one, I can do this with my eyes closed! Mountaineer to explore, recharging Cat (AD 3)

    Curse of the Sphinx examine... Flaming Spear +1.

    Recharge Hand. Redraw:Volcanic Storm
    Khai-Utef (AD 5) (L)
    Fire Snake
    Pyromaniac Mage (AD 5)
    Blessing of the Ancients*
    Blessing of Maat*
    Icy Prison
    Blessing of Abraxas

    Discard Khai-Utef (AD 5) (L)

    Flaming Spear +1

    Dex DC 9 1d8 + 1 ⇒ (5) + 1 = 6

    What? Oh, sorry, I thought you said Flaming SPHERE. No, I haven't seen it.

    Pyromaniac Mage (AD 5) to explore, recovering... 1d2 ⇒ 2 Khai-Utef (AD 5) (L)

    Curse of Sphinx examine: Plague Zombie

    Plague Zombie

    Ugh, you look worse than I do. Hey, whatdaya think you're doing: I qued for the bathroom first! Volcanic Storm + Flenta

    Combat DC 11 1d10 + 7 + 3d6 + 1d4 + 1 ⇒ (4) + 7 + (3, 2, 1) + (1) + 1 = 19 Even without the 1s or the 2, still succeeds at 15

    Back of the que, buster. Khai-Utef to refill hand, drawing Autumn Witch (AD 6), Ring of Protection, Ice and Fire, and explore.

    Curse of the Sphinx examine... Ushering of Oblivion

    Oh no, here we go...

    Ushering of Oblivion

    1d6 ⇒ 1 = draw Cat (AD 3), summon Pairaka


    Pairaka Ice and Fire, redraw Marionette, flank with Flenta

    Combat DC 13 1d10 + 7 + 2d8 + 3 + 1d4 + 1 ⇒ (9) + 7 + (2, 2) + 3 + (1) + 1 = 25 Again, even without the 2's and the 1, handily succeed

    Ugh. Many thanks for the assist Flenta, that could have... oh no.

    1d4 ⇒ 1 = Bury Ring of Protection

    There, thats...

    1d4 ⇒ 1 = Discard Blessing of Maat

    ... recharge entire hand of 6

    Ugh. There, I think I'm alright now...

    End of Turn: can't banish a card, so 1d2 ⇒ 1 = Random Monster = Ubashki Swarm

    Ubashki Swarm

    Not right now, your undead meowling really isn't what I need at the moment!

    Stealth DC 6 1d4 ⇒ 4

    Flenta and Seelah each summon and encounter an Ubashki Swarm

    Combat DC 8 1d6 + 1d4 + 1 ⇒ (3) + (2) + 1 = 6

    Combat DC 8 1d6 + 1d4 + 1 ⇒ (2) + (3) + 1 = 6

    No cards to discard or bury

    They pick the worst time to try and be friendly...

    Discard 1d4 ⇒ 2 from top of deck

    Recovery: Volcanic Storm DC 13 1d10 + 7 ⇒ (5) + 7 = 12
    Ice and Fire Arcane DC 12 1d10 + 7 ⇒ (5) + 7 = 12

    I think I'm going back to bed in a while. Wake me in a couple hours, will you please?

    Redraw: entire hand

    End of Turn Summary:
    *Flenta's Memories of Violence banished*
    Cards 4-9 Dealt with
    x2 Blessing B's (Elements, Ancients) Acquired
    Villain Defeated, put on bottom of deck
    **Flenta + Seelah to summon Ubashki Swarm**

    Radillo wrote:

    Hand: Blessing of the Elements*, Rhino Hide Armour (T), Blessing of Achaekek, Cloudburst, Marionette, Cat (AD 3), Autumn Witch (AD 6), Blessing of the Ancients*,

    Displayed: Curse of the Sphinx, Curse of Daybane,
    Deck: 4 Discard: 11 Buried: 2
    Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Achaekek = 2 dice vs h/v, Elements = recharge on Elemental tag, Ancients = 1 die)
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [x] +1 [/b][x]+2[/b]
    Constitution d4 [ ] +1 [ ] +2
    Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
    Arcane: Intelligence +3
    Wisdom d4 [ ] +1 [ ] +2
    Charisma d10 [ ] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +3

    Favored Card: Spell or Ally
    Hand Size [x] 7 [x] 8
    Proficiencies: None. Powers:
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
    [ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
    [x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
    [ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
    [x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


    Character Deck Upgrade Prefs: Weapon 5/4 > Item 5 > Ally 5/4 > Blessing 5

    Off turn: Banish Memories of Violence.

    "Thank you, Radillo, you're the best! Yes, last night's a bit of a blur! After the fifth Goodberry Daiquiri I can't remember a thing...well except for that overly muscly ecorche that I had to smite with my mace. That was an ecorche, right? Not an overly amorous suitor? Actually, don't answer that. You're right, best we don't mention last night again!"

    Not sure that Seelah and Flenta have to encounter the Ubashki Swarm, do we? I think that is only if you examine the card, but Radillo just encountered it at the end of her turn, didn't she?


    Box Runner

    Flenta and seelah do not have to encounter ubashki swarm

    During This Adventure:
    Summoned Banes || Loot List || Traders

    •The scourge die is 1d10

    Scourges:

    1 = Curse of Poisoning
    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

    Curse of Poisoning:

    Spoiler:
    Curse of Poisoning
    Scourge B

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.
    "Lo! The fire burns hot in your veins!"

    Curse of Vulnerability:

    Spoiler:
    Curse of Vulnerability
    Scourge B

    Traits
    Curse

    Check
    None

    Powers
    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.
    "O, wretches! You stand helpless before me!"

    Curse of Daybane:

    Spoiler:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    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.
    "Know this! The Orb of Ra destroys!"

    Curse of the Ravenous:

    Spoiler:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    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.
    "A plague of famine upon the nation!"

    Curse of Withering:

    Spoiler:
    Curse of Withering
    Scourge 2

    Traits
    Curse

    Check
    None

    Powers
    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.
    "To all your hopes, a decrepit demise!"

    Curse of Fevered Dreams:

    Spoiler:
    Curse of Fevered Dreams
    Scourge 3

    Traits
    Curse
    Arcane

    Check
    None

    Powers
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"

    Curse of the Sphinx:

    Spoiler:
    Curse of the Sphinx
    Scourge 4

    Traits
    Curse
    Sphinx

    Check
    None

    Powers
    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.

    You may only have 1 copy of this card displayed.
    "I watch over all! There is no escaping my gaze!"

    Curse of Blindness:

    Spoiler:
    Curse of Blindness
    Scourge 5

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.
    "On the brightest noon, darkness shall reign!"

    Curse of the Mummy:

    Spoiler:
    Curse of the Mummy
    Scourge 6

    Traits
    Curse
    Undead
    Mummy

    Check
    None

    Powers
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    You may only have 1 copy of this card displayed.
    "Send your best raiders! All will be lost!"



    • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    • After you begin In Search of a Sage, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin The Sepulcher Soars Anew, do the same for cards that have the Elite trait.

    During This Scenario:Set-up: To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table.
    During the Scenario:
    • When you discard a scourge from the blessings deck, suffer it.
    • At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck. Roll 1d2 (1 for a random Monster, 2 for random barrier)
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Additional Rules:

    1. Pairaka:
    1. Pairaka
    Henchman
    Type: Monster
    Traits: Curse Outsider Trigger
    To Defeat: Combat 13 OR Divine 9
    When you examine this card, shuffle the top card of the blessings deck into your location deck. The Pairaka is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    2. Druj Nasu:
    2. Druj Nasu
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits. Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. If defeated, you may immediately attempt to close the location this henchman came from.
    3. Ghawwa:
    3. Ghawwa
    Henchman
    Type: Monster
    Traits: Aquatic Outsider Trigger
    To Defeat: Combat 18 THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka. The Ghawwa is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    4. Shira:
    4. Shira
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 19 OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    5. Usij Cultist:
    5. Usij Cultist
    Henchman
    Type: Monster
    Traits: Cultist Human
    To Defeat: Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    6. Akvan:
    6. Akvan
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 35
    The Akvan is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom 9 check or the difficulty of checks to defeat is increased by 4 until the end of the encounter. After this check, a character summons and encounters the villain Sepid. If the check to defeat has the Acid, Divine, or Electricity trait, subtract 1 from each die. If undefeated, you are dealt 2d4 Acid damage. If defeated and there are other cards in the siege deck, put the Akvan on the bottom of the siege deck.

    Scenario Level (#): 6

    Turn: 6, Seelah/Redelia

    Random Cards:

    Monsters
    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:
    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:
    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:
    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.

    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.

    Barriers
    Spoiler:
    Stabbing Spear Staircase
    MM
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8
    If undefeated, you are dealt 1d4 Combat damage, then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
    If defeated, you may explore again.

    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:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, then banish this card.

    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:
    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.

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

    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:
    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:
    Symbol of Fortune
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    On any check, after the roll, discard this card to add or subtract 3 from the result.
    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 16 check to recharge this card instead of discarding it.

    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:
    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.

    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.

    Armors
    Spoiler:
    Scarab Buckler
    MM
    Loot B
    Type: Armor
    Traits:
    Shield
    Alchemical
    Healing
    To Acquire:
    None
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
    Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
    Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

    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:
    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.

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

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

    Items
    Spoiler:
    Game of Afterlife
    MM
    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.

    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.

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

    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:
    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:
    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:
    Stone Weasel
    MM
    Ally B
    Traits:
    Animal
    Elemental
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

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

    Blessings
    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 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 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.

    Current Hour:

    Curse of Fevered Dreams:
    Curse of Fevered Dreams
    MM
    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.

    Hours Remaining: 21

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 1 Flenta/Greenclaw
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 2 Radillo/Redgar:
    Spoiler:
    Hourglass Card 2 Radillo/Redgar
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 3 Seelah/Redelia:
    Spoiler:
    Hourglass Card 3 Seelah/Redelia
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 4 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 4 Flenta/Greenclaw
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 5 Radillo/Redgar:
    Spoiler:
    Hourglass Card 5 Radillo/Redgar
    Curse of Blindness
    MM
    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.
    Hourglass Card 6 Seelah/Redelia:
    Spoiler:
    Hourglass Card 6 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 7 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 7 Flenta/Greenclaw
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 8 Radillo/Redgar:
    Spoiler:
    Hourglass Card 8 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 9 Seelah/Redelia:
    Spoiler:
    Hourglass Card 9 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 10 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 10 Flenta/Greenclaw
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    Hourglass Card 11 Radillo/Redgar:
    Spoiler:
    Hourglass Card 11 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 12 Seelah/Redelia:
    Spoiler:
    Hourglass Card 12 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 13 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 13 Flenta/Greenclaw
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 14 Radillo/Redgar:
    Spoiler:
    Hourglass Card 14 Radillo/Redgar
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 15 Seelah/Redelia:
    Spoiler:
    Hourglass Card 15 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 16 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 16 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 17 Radillo/Redgar:
    Spoiler:
    Hourglass Card 17 Radillo/Redgar
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 18 Seelah/Redelia:
    Spoiler:
    Hourglass Card 18 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 19 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 19 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 20 Radillo/Redgar:
    Spoiler:
    Hourglass Card 20 Radillo/Redgar
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 21 Seelah/Redelia:
    Spoiler:
    Hourglass Card 21 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.

    Location #2: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 3 Ba: 4 W: 1 Sp: 1 Ar: 2 I: 1 Al: 0 Bl: 2 ?: 3
    Located/Displayed Here: Seelah/Redelia, Flenta/Greenclaw, Radillo/Redgar, None

    Oblivion's Bridge Card 1:
    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.
    Oblivion's Bridge Card 2:
    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.
    Oblivion's Bridge Card 3:
    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.
    Oblivion's Bridge Card 4:
    Crocodile Skin Lamellar
    MM
    Armor B
    Traits:
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Oblivion's Bridge Card 5:
    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.
    Oblivion's Bridge Card 6:
    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.
    Oblivion's Bridge Card 7:
    Shrieking Plant
    MM
    Barrier 1
    Traits:
    Trigger
    Obstacle
    Plant
    Elite
    To Defeat:
    Wisdom
    Stealth
    Perception
    Survival 8
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
    Oblivion's Bridge 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.
    Oblivion's Bridge Card 9:
    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.
    Oblivion's Bridge Card 10:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 11:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.
    Oblivion's Bridge Card 12:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 13:
    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.
    Oblivion's Bridge Card 14:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Oblivion's Bridge Card 15:
    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.
    Oblivion's Bridge Card 16:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Oblivion's Bridge Card 17 (Ushering of Oblivion):
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.


    Seelah gets curse of fevered dreams.

    She explores and finds Blessing of Isis.
    She thinks about what she knows about deities.
    divine, curse of withering: 1d6 + 3 ⇒ (4) + 3 = 7
    acquired
    Seelah asks Isis for aid exploring the location, and finds a desert trapper, who attacks her.
    combat, DC 7+3=13,sunsword, curse of withering shrinks sunsword: 1d8 + 6 + 1d8 + 4 ⇒ (4) + 6 + (3) + 4 = 17
    He is defeated.

    which random card: 1d2 ⇒ 1
    A dark stalker ambushes her at the end.
    combat, DC 18, sunsword, smite withering: 1d8 + 6 + 1d8 + 4 + 1d6 + 3 ⇒ (5) + 6 + (2) + 4 + (1) + 3 = 21
    (defeated by at least 3, so no further consequences)
    invoke recharged for smite

    fevered dreams now messes with hand...
    how many cards to draw: 1d4 + 1 ⇒ (2) + 1 = 3

    Seelah wrote:

    Hand: Paladin's Helm, Shocking Lance +1, Blessing of Sarenrae 1,

    Displayed: curse of withering, curse of fevered dreams,
    Deck: 19 Discard: 1 Buried: 0
    Notes: reroll not yet used, blessings available if needed.

    Skills and Powers:
    SKILLS

    STRENGTH d8 +4
    Melee: Strength +2
    DEXTERITY d4 []+1
    CONSTITUTION d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d4 []+1[]+2
    WISDOM d8+1 []+2 []+3
    Divine: Wisdom +2
    CHARISMA d10 +2

    Hand Size 4 [X]5 [ ]6 [ ]7
    Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6+3 to your check. If the top card was a blessing or spell, recharge it instead.
    You may examine the top card of your location deck at the start ([]or end) of your turn. If it's a boon, put it on the bottom ([ ] or underneath the top card) of the deck.
    [x] During your turn, you may bury a Divine card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.
    [X] When you play Blessing of Iomedea, you may recharge it ([ ] or shuffle it into your deck) instead of discarding it.


    Character Deck Upgrade Prefs: Weapon 5/4 > Item 5 > Ally 5/4 > Blessing 5

    Bad News: Doesn't look like Seelah changed her 1s and 2s to 0 on her check against the Dark Stalker. Result currently standing at 18, which is good enough to defeat but not enough to avoid the AYA consequences.

    Good News: Doesn't look like Seelah added Flenta's at location combat check bonus, so I'll add that here for her. 1d4 + 1 ⇒ (4) + 1 = 5. Phew! That is now enough to get the check up above the secondary threshold.


    Box Runner

    During This Adventure:
    Summoned Banes || Loot List || Traders

    •The scourge die is 1d10

    Scourges:

    1 = Curse of Poisoning
    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

    Curse of Poisoning:

    Spoiler:
    Curse of Poisoning
    Scourge B

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.
    "Lo! The fire burns hot in your veins!"

    Curse of Vulnerability:

    Spoiler:
    Curse of Vulnerability
    Scourge B

    Traits
    Curse

    Check
    None

    Powers
    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.
    "O, wretches! You stand helpless before me!"

    Curse of Daybane:

    Spoiler:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    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.
    "Know this! The Orb of Ra destroys!"

    Curse of the Ravenous:

    Spoiler:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    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.
    "A plague of famine upon the nation!"

    Curse of Withering:

    Spoiler:
    Curse of Withering
    Scourge 2

    Traits
    Curse

    Check
    None

    Powers
    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.
    "To all your hopes, a decrepit demise!"

    Curse of Fevered Dreams:

    Spoiler:
    Curse of Fevered Dreams
    Scourge 3

    Traits
    Curse
    Arcane

    Check
    None

    Powers
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"

    Curse of the Sphinx:

    Spoiler:
    Curse of the Sphinx
    Scourge 4

    Traits
    Curse
    Sphinx

    Check
    None

    Powers
    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.

    You may only have 1 copy of this card displayed.
    "I watch over all! There is no escaping my gaze!"

    Curse of Blindness:

    Spoiler:
    Curse of Blindness
    Scourge 5

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.
    "On the brightest noon, darkness shall reign!"

    Curse of the Mummy:

    Spoiler:
    Curse of the Mummy
    Scourge 6

    Traits
    Curse
    Undead
    Mummy

    Check
    None

    Powers
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    You may only have 1 copy of this card displayed.
    "Send your best raiders! All will be lost!"



    • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    • After you begin In Search of a Sage, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin The Sepulcher Soars Anew, do the same for cards that have the Elite trait.

    During This Scenario:Set-up: To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table.
    During the Scenario:
    • When you discard a scourge from the blessings deck, suffer it.
    • At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck. Roll 1d2 (1 for a random Monster, 2 for random barrier)
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Additional Rules:

    1. Pairaka:
    1. Pairaka
    Henchman
    Type: Monster
    Traits: Curse Outsider Trigger
    To Defeat: Combat 13 OR Divine 9
    When you examine this card, shuffle the top card of the blessings deck into your location deck. The Pairaka is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    2. Druj Nasu:
    2. Druj Nasu
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits. Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. If defeated, you may immediately attempt to close the location this henchman came from.
    3. Ghawwa:
    3. Ghawwa
    Henchman
    Type: Monster
    Traits: Aquatic Outsider Trigger
    To Defeat: Combat 18 THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka. The Ghawwa is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    4. Shira:
    4. Shira
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 19 OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    5. Usij Cultist:
    5. Usij Cultist
    Henchman
    Type: Monster
    Traits: Cultist Human
    To Defeat: Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    6. Akvan:
    6. Akvan
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 35
    The Akvan is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom 9 check or the difficulty of checks to defeat is increased by 4 until the end of the encounter. After this check, a character summons and encounters the villain Sepid. If the check to defeat has the Acid, Divine, or Electricity trait, subtract 1 from each die. If undefeated, you are dealt 2d4 Acid damage. If defeated and there are other cards in the siege deck, put the Akvan on the bottom of the siege deck.

    Scenario Level (#): 6

    Turn: 7, Flenta/Greenclaw

    Random Cards:

    Monsters
    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:
    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:
    Carrion Golem
    MM
    Monster 2
    Traits:
    Construct
    Golem
    Elite
    To Defeat:
    Combat 14
    The Carrion Golem is immune to the Attack, Mental, and Poison traits.
    Before you act, discard the top card of your deck.
    If undefeated, discard the top 2 cards of your 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:
    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.

    Barriers
    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:
    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:
    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:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

    Spoiler:
    Stabbing Spear Staircase
    MM
    Barrier 1
    Traits:
    Obstacle
    Trap
    Piercing
    Elite
    To Defeat:
    Disable
    Perception 6
    OR Dexterity
    Acrobatics 8
    If undefeated, you are dealt 1d4 Combat damage, then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
    If defeated, you may explore again.

    Weapons
    Spoiler:
    Corrosive Dagger +1
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 7
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
    On your combat check, if you played another weapon, discard this card to add 1d4+1.

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

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

    Spoiler:
    Fiery Glare
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

    Armors
    Spoiler:
    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.

    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.

    Spoiler:
    Scarab Buckler
    MM
    Loot B
    Type: Armor
    Traits:
    Shield
    Alchemical
    Healing
    To Acquire:
    None
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
    Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
    Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

    Spoiler:
    Crocodile Skin Madu
    MM
    Armor B
    Traits:
    Shield
    Offhand
    Elite
    To Acquire:
    Constitution
    Fortitude 3
    OR Melee 5
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2. If proficient with light armors, you may another armor.
    Recharge this card to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armors, 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:
    Magic Carpet
    MM
    Item 2
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Craft
    Charisma
    Survival 9
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location together to another location.
    Recharge this card to move all characters at this location together to another location. This power cannot be used during an encounter.

    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:
    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:
    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.

    Allies
    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:
    Hearth Elemental
    MM
    Ally 4
    Traits:
    Elemental
    Fire
    To Acquire:
    See Below None
    You may automatically acquire this card; if you do, you are dealt 1d6+1 Fire damage.
    Recharge this card to draw a weapon or an armor from your discard pile.
    Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.

    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:
    Pakesket
    MM
    Ally 5
    Traits:
    Animal
    Phoenix
    Fire
    To Acquire:
    Charisma
    Diplomacy 8
    THEN Charisma
    Diplomacy 12
    Banish this card to banish all cards that have the Curse trait displayed next to the decks of characters at your location.
    Discard this card to explore your location. During this exploration, if you defeat a monster, recharge 2 random cards from your discard pile.

    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 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 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 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 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 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:

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

    Hours Remaining: 20

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Radillo/Redgar:
    Spoiler:
    Hourglass Card 1 Radillo/Redgar
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 2 Seelah/Redelia:
    Spoiler:
    Hourglass Card 2 Seelah/Redelia
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 3 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 3 Flenta/Greenclaw
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 4 Radillo/Redgar:
    Spoiler:
    Hourglass Card 4 Radillo/Redgar
    Curse of Blindness
    MM
    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.
    Hourglass Card 5 Seelah/Redelia:
    Spoiler:
    Hourglass Card 5 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 6 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 6 Flenta/Greenclaw
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 7 Radillo/Redgar:
    Spoiler:
    Hourglass Card 7 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 8 Seelah/Redelia:
    Spoiler:
    Hourglass Card 8 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 9 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 9 Flenta/Greenclaw
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    Hourglass Card 10 Radillo/Redgar:
    Spoiler:
    Hourglass Card 10 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 11 Seelah/Redelia:
    Spoiler:
    Hourglass Card 11 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 12 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 12 Flenta/Greenclaw
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 13 Radillo/Redgar:
    Spoiler:
    Hourglass Card 13 Radillo/Redgar
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 14 Seelah/Redelia:
    Spoiler:
    Hourglass Card 14 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 15 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 15 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 16 Radillo/Redgar:
    Spoiler:
    Hourglass Card 16 Radillo/Redgar
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 17 Seelah/Redelia:
    Spoiler:
    Hourglass Card 17 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 18 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 18 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 19 Radillo/Redgar:
    Spoiler:
    Hourglass Card 19 Radillo/Redgar
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 20 Seelah/Redelia:
    Spoiler:
    Hourglass Card 20 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.

    Location #2: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 3 Ba: 4 W: 1 Sp: 1 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 3
    Located/Displayed Here: Seelah/Redelia, Flenta/Greenclaw, Radillo/Redgar, None

    Oblivion's Bridge Card 1:
    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.
    Oblivion's Bridge Card 2:
    Crocodile Skin Lamellar
    MM
    Armor B
    Traits:
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.
    Oblivion's Bridge Card 3:
    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.
    Oblivion's Bridge Card 4:
    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.
    Oblivion's Bridge Card 5:
    Shrieking Plant
    MM
    Barrier 1
    Traits:
    Trigger
    Obstacle
    Plant
    Elite
    To Defeat:
    Wisdom
    Stealth
    Perception
    Survival 8
    When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
    If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
    Oblivion's Bridge 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.
    Oblivion's Bridge Card 7:
    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.
    Oblivion's Bridge Card 8:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 9:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.
    Oblivion's Bridge Card 10:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 11:
    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.
    Oblivion's Bridge Card 12:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Oblivion's Bridge Card 13:
    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.
    Oblivion's Bridge Card 14:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Oblivion's Bridge Card 15 (Ushering of Oblivion):
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.


    Character Deck Upgrade Prefs: Weapon 5/4 > Item 5 > Ally 5/4 > Blessing 5

    It is the hour of The Sphinx. Display.
    Give Remove Curse to Radillo.
    Explore (examine) Oblivion's Bridge. It's a boon, so recharge hand and reset, then discard Unerring Weapon.

    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.

    Intelligence 7: 1d8 + 3 ⇒ (5) + 3 = 8 Acquired!

    The curses keep coming, but Flenta manages to clear her head enough to discover a spell scroll nestled in between the controls.

    Discard Mighty Steed to explore (examine) again. Another boon, so recharge hand, reset and then discard Whip of Centipedes.

    Crocodile Skin Lamellar:

    MM
    Armor B
    Traits:
    Light Armor
    Elite
    To Acquire:
    Constitution
    Fortitude 5
    OR Intelligence
    Craft 7
    Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
    If proficient with light armors, bury this card to reduce all damage dealt to you by 5; you may succeed at a Craft 9 check to recharge it instead.

    Intelligence 7: 1d8 + 3 ⇒ (8) + 3 = 11 Acquired!

    Her head spinning a little from the combined effects of the curses, the little halfling nevertheless still knows a nice new outfit when she sees one hanging on a nearby rack.

    End Turn. 1d2 ⇒ 2

    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

    BYA, Radillo and Seelah must succeed at a DEX or ACRO 12 or Disable 9 check or bury their hand.
    Recharge Grappler' Mask to use Melee skill.
    Melee 9: 1d10 + 6 ⇒ (6) + 6 = 12 Defeated!
    Reset Hand.
    Flenta wrote:

    Hand: Mace of Smiting, Defiant Nodachi +3, Crocodile Skin Lamellar, Blessing of Shizuru, Dancing Mace +2, Adamantine Trident +3, Blessing of Abadar,

    Displayed: Curse of Vulnerability, Curse of the Sphinx,
    Deck: 10 Discard: 5 Buried: 0
    Notes: Use blessings as needed (add 1d12 for Strength checks). Add 1d4+1 to local combat checks. Banish Remove Curse to get rid of a nasty curse. Shirt reroll used: N. Hero Points: 7
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ]+1 [ ]+2
    Acrobatics: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [X]+1 [X]+2 [X]+3
    Knowledge: Intelligence +2
    Wisdom d6 [ ]+1
    Charisma d6 [ ]+1 [ ]+2

    Favored Card: Weapon or Spell
    Hand Size 5 [X]6 [X]7
    Proficient with: Light Armors [ ]Heavy Armors Weapons
    Powers:
    After you play a spell that has the Arcane trait for its powers, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
    When you would discard a weapon for its power, you may recharge it ([X] or shuffle it into your deck) instead.
    [X] For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2
    [X] Add 1d4 ([X]+1) to a combat check by a character at your location
    [X] When you play a blessing to add to a Strength check, you may add a d12 instead of the normal die.


    On Flenta's turn, cast Remove Curse Thanks Flenta! Seelah, you can remove one of those horrid curses!

    Flenta! Can you call on Abadar's aid, please? *Steal BoAbadar*

    Dex DC 12 1d8 + 1 + 2d8 ⇒ (7) + 1 + (8, 3) = 19

    Phew! That was a close one.


    Hour of... Daybane. Because I already have a Daybane, this one is banished.

    It's amazing what a little rest can do for how one faces the morning.

    Seelah! Could I ask you to please beseech the Ancients for some healing? Pass off BotAncients* to Seelah, so she can bury it to heal me on her next turn

    Right now, onwards.

    Curse of the Sphinx to examine... Steel Scorpion

    Steel Scorpion

    Disable DC 10 1d4 ⇒ 2

    Ouch! 1d4 ⇒ 3 poison damage, revealing Rhino Hide Armour to block, barrier displayed next to my deck

    Discard Autumn Witch, recharging 1d3 ⇒ 3 = Khai-Utef (AD 5).

    Curse of the Sphinx examine: Blessing of Ra. Recharge Hand, redraw:
    Blessing of Abraxas
    Icy Prison
    Fire Snake
    Ice and Fire
    Blessing of the Elements*
    Rhino Hide Armour (T)
    Khai-Utef (AD 5) (L)

    discard Khai-Utef (AD 5).

    Blessing of Ra Fire Snake, recovering Cat (AD 3)

    Divine DC 6 1d10 + 7 ⇒ (3) + 7 = 10

    Truly, the sun god smiles on me today. I wish he'd shine a little less brightly, mind you...

    Recharge Remove Curse, to remove Seelah's other Curse Seelah, I think I'm getting the hang of this lay on hands!

    EoT: 1d2 ⇒ 1 = Random Monster = Earth Ossumental

    Earth Ossumental

    **All characters need to make a Dex/Acro 13 BYA, or take 1d4 Acid damage**

    BYA: Acro DC 13 1d4 ⇒ 2 1d4 ⇒ 1 Acid damage

    Fire and Ice should melt you back to mud! Fire and Ice, recover Remove Curse*

    Combat DC 19 1d10 + 2d8 + 3 ⇒ (9) + (4, 5) + 3 = 21

    Recovery: Fire Snake Arcane DC 8 1d10 + 7 + 2 ⇒ (3) + 7 + 2 = 12
    Ice and Fire Arcane DC 12 1d10 + 7 + 2 ⇒ (3) + 7 + 2 = 12

    End of turn summary:
    Cards 3-4 dealt with
    **Both of Seelah's Curses Removed**
    *Seelah gets a Blessing of the Ancients*, along with a request to please heal Radillo with it on her next turn
    **Seelah and Flenta must succeed at a Dex/Acro 13, or take 1d4 Acid damage**

    NOTE: I have Remove Curse in hand, in case Seelah or Flenta pick up a nasty curse at the SOT.

    Radillo wrote:

    Hand: Blessing of Abraxas, Icy Prison, Fire Snake, Remove Curse*, Blessing of the Elements*, Rhino Hide Armour (T), Cat (AD 3), Blessing of Ra*,

    Displayed: Curse of the Sphinx, Curse of Daybane,
    Deck: 5 Discard: 12 Buried: 2
    Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Achaekek = 2 dice vs h/v, Elements = recharge on Elemental tag, Ancients = 1 die)
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [x] +1 [/b][x]+2[/b]
    Constitution d4 [ ] +1 [ ] +2
    Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
    Arcane: Intelligence +3
    Wisdom d4 [ ] +1 [ ] +2
    Charisma d10 [ ] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +3

    Favored Card: Spell or Ally
    Hand Size [x] 7 [x] 8
    Proficiencies: None. Powers:
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
    [ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
    [x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
    [ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
    [x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


    Seelah discards her blessing of Sarenrae and smites on Flenta's turn (disable check).
    3d4 + 3 ⇒ (3, 1, 1) + 3 = 8 which is actually a 6
    ugh, don't want to bury several cards, using folio reroll...
    3d4 + 3 ⇒ (3, 1, 3) + 3 = 10 which is actually a 9
    passed.

    (curse of withering removed before the second BYA check)
    Seelah asks Flenta for Blessing of Shizeru and smites on Radillo's turn.
    2d4 + 1d6 + 3 ⇒ (1, 3) + (4) + 3 = 11
    Using hero point reroll on that 1...
    1d4 ⇒ 4

    made it (somehow...)

    armor discarded and mass cure recharged for smites


    Seelah gets back curse of withering at the start of her turn.

    As requested, Seelah heals Radillo.

    Seelah explores and finds a shrieky plant.

    wisdom, smite: 2d6 + 4 ⇒ (3, 6) + 4 = 13
    shrieky plant is defeated.
    Blessing of Gozreh recharged for smite.

    random card: 1d2 ⇒ 2
    random barrier is holy word trap.
    asking Radillo for a blessing, because this could shuffle the location if not defeated.
    divine, smite, withering: 2d6 + 3 + 1d6 + 1 ⇒ (1, 4) + 3 + (3) + 1 = 12 location power makes that 11, which defeats the barrier.

    Seelah wrote:

    Hand: Paladin's Helm, Shocking Lance +1, Blessing of Iomedea 2, Armored Halo, Ebon Thorn,

    Displayed: curse of withering,
    Deck: 15 Discard: 3 Buried: 0
    Notes: reroll used, blessings available if needed.

    Skills and Powers:
    SKILLS

    STRENGTH d8 +4
    Melee: Strength +2
    DEXTERITY d4 []+1
    CONSTITUTION d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d4 []+1[]+2
    WISDOM d8+1 []+2 []+3
    Divine: Wisdom +2
    CHARISMA d10 +2

    Hand Size 4 [X]5 [ ]6 [ ]7
    Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6+3 to your check. If the top card was a blessing or spell, recharge it instead.
    You may examine the top card of your location deck at the start ([]or end) of your turn. If it's a boon, put it on the bottom ([ ] or underneath the top card) of the deck.
    [x] During your turn, you may bury a Divine card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.
    [X] When you play Blessing of Iomedea, you may recharge it ([ ] or shuffle it into your deck) instead of discarding it.


    Box Runner

    During This Adventure:
    Summoned Banes || Loot List || Traders

    •The scourge die is 1d10

    Scourges:

    1 = Curse of Poisoning
    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

    Curse of Poisoning:

    Spoiler:
    Curse of Poisoning
    Scourge B

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.
    "Lo! The fire burns hot in your veins!"

    Curse of Vulnerability:

    Spoiler:
    Curse of Vulnerability
    Scourge B

    Traits
    Curse

    Check
    None

    Powers
    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.
    "O, wretches! You stand helpless before me!"

    Curse of Daybane:

    Spoiler:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    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.
    "Know this! The Orb of Ra destroys!"

    Curse of the Ravenous:

    Spoiler:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    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.
    "A plague of famine upon the nation!"

    Curse of Withering:

    Spoiler:
    Curse of Withering
    Scourge 2

    Traits
    Curse

    Check
    None

    Powers
    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.
    "To all your hopes, a decrepit demise!"

    Curse of Fevered Dreams:

    Spoiler:
    Curse of Fevered Dreams
    Scourge 3

    Traits
    Curse
    Arcane

    Check
    None

    Powers
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"

    Curse of the Sphinx:

    Spoiler:
    Curse of the Sphinx
    Scourge 4

    Traits
    Curse
    Sphinx

    Check
    None

    Powers
    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.

    You may only have 1 copy of this card displayed.
    "I watch over all! There is no escaping my gaze!"

    Curse of Blindness:

    Spoiler:
    Curse of Blindness
    Scourge 5

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.
    "On the brightest noon, darkness shall reign!"

    Curse of the Mummy:

    Spoiler:
    Curse of the Mummy
    Scourge 6

    Traits
    Curse
    Undead
    Mummy

    Check
    None

    Powers
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    You may only have 1 copy of this card displayed.
    "Send your best raiders! All will be lost!"



    • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    • After you begin In Search of a Sage, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin The Sepulcher Soars Anew, do the same for cards that have the Elite trait.

    During This Scenario:Set-up: To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table.
    During the Scenario:
    • When you discard a scourge from the blessings deck, suffer it.
    • At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck. Roll 1d2 (1 for a random Monster, 2 for random barrier)
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Additional Rules:

    1. Pairaka:
    1. Pairaka
    Henchman
    Type: Monster
    Traits: Curse Outsider Trigger
    To Defeat: Combat 13 OR Divine 9
    When you examine this card, shuffle the top card of the blessings deck into your location deck. The Pairaka is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    2. Druj Nasu:
    2. Druj Nasu
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits. Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. If defeated, you may immediately attempt to close the location this henchman came from.
    3. Ghawwa:
    3. Ghawwa
    Henchman
    Type: Monster
    Traits: Aquatic Outsider Trigger
    To Defeat: Combat 18 THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka. The Ghawwa is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    4. Shira:
    4. Shira
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 19 OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    5. Usij Cultist:
    5. Usij Cultist
    Henchman
    Type: Monster
    Traits: Cultist Human
    To Defeat: Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    6. Akvan:
    6. Akvan
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 35
    The Akvan is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom 9 check or the difficulty of checks to defeat is increased by 4 until the end of the encounter. After this check, a character summons and encounters the villain Sepid. If the check to defeat has the Acid, Divine, or Electricity trait, subtract 1 from each die. If undefeated, you are dealt 2d4 Acid damage. If defeated and there are other cards in the siege deck, put the Akvan on the bottom of the siege deck.

    Scenario Level (#): 6

    Turn: 10, Flenta/Greenclaw

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

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

    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:
    Echoes of Confusion
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Undead
    Elite
    To Defeat:
    Stealth
    Perception
    Charisma
    Diplomacy 8
    When you examine this card, display it next to your deck.
    If undefeated, display this card next to your deck.
    While displayed, as your move step, move to a random open location. During your turn, you may not evade banes. At the end of your turn, you may succeed at a Wisdom or Divine 6 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.

    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.

    Weapons
    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:
    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.

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

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

    Spells
    Spoiler:
    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.

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

    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:
    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:
    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.

    Armors
    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:
    Scarab Buckler
    MM
    Loot B
    Type: Armor
    Traits:
    Shield
    Alchemical
    Healing
    To Acquire:
    None
    Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armors, you may play another armor.
    Bury this card to add 2d8 to your check that invokes the Swarm or Poison trait.
    Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck.

    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:
    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:
    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.

    Items
    Spoiler:
    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.

    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.

    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.

    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:
    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.

    Allies
    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:
    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:
    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:
    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:
    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.

    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 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 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 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.

    Current Hour:

    Curse of Poisoning:
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.

    Hours Remaining: 17

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Radillo/Redgar:
    Spoiler:
    Hourglass Card 1 Radillo/Redgar
    Curse of Blindness
    MM
    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.
    Hourglass Card 2 Seelah/Redelia:
    Spoiler:
    Hourglass Card 2 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 3 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 3 Flenta/Greenclaw
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 4 Radillo/Redgar:
    Spoiler:
    Hourglass Card 4 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 5 Seelah/Redelia:
    Spoiler:
    Hourglass Card 5 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 6 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 6 Flenta/Greenclaw
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    Hourglass Card 7 Radillo/Redgar:
    Spoiler:
    Hourglass Card 7 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 8 Seelah/Redelia:
    Spoiler:
    Hourglass Card 8 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 9 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 9 Flenta/Greenclaw
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 10 Radillo/Redgar:
    Spoiler:
    Hourglass Card 10 Radillo/Redgar
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 11 Seelah/Redelia:
    Spoiler:
    Hourglass Card 11 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 12 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 12 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 13 Radillo/Redgar:
    Spoiler:
    Hourglass Card 13 Radillo/Redgar
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 14 Seelah/Redelia:
    Spoiler:
    Hourglass Card 14 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 15 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 15 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 16 Radillo/Redgar:
    Spoiler:
    Hourglass Card 16 Radillo/Redgar
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 17 Seelah/Redelia:
    Spoiler:
    Hourglass Card 17 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.

    Location #2: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: Seelah/Redelia, Flenta/Greenclaw, Radillo/Redgar, None

    Oblivion's Bridge Card 1:
    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.
    Oblivion's Bridge Card 2:
    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.
    Oblivion's Bridge Card 3:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 4:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.
    Oblivion's Bridge Card 5:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 6:
    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.
    Oblivion's Bridge Card 7:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Oblivion's Bridge Card 8:
    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.
    Oblivion's Bridge Card 9:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Oblivion's Bridge Card 10 (Ushering of Oblivion):
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.


    1d4 + 1 ⇒ (4) + 1 = 5 Thank you Seelah!

    Discard Blessing of Ra

    off-turn: I will use Remove Curse* after Flenta's Curse is revealed.
    It is Flenta's choice which curse is removed!

    Curse removed after Flenta reveals her curse. Flenta's choice which one is removed


    Character Deck Upgrade Prefs: Weapon 5/4 > Item 5 > Ally 5/4 > Blessing 5

    Previous turn: Discard Blessing of Abadar for Radillo's check. Discard Blessing of Shizuru for Seelah's check.
    Updated end of turn hand:

    Flenta wrote:

    Hand: Mace of Smiting, Defiant Nodachi +3, Crocodile Skin Lamellar, Unearthly Aim, Dancing Mace +2, Adamantine Trident +3, Jorgenfist Spear,

    Displayed: Curse of Vulnerability, Curse of the Sphinx,
    Deck: 8 Discard: 7 Buried: 0
    Notes: Use blessings as needed (add 1d12 for Strength checks). Add 1d4+1 to local combat checks. Banish Remove Curse to get rid of a nasty curse. Shirt reroll used: N. Hero Points: 7
    Sideboard cards:

    Off Turn: Auto Fail Dex/Acro check. Acid Damage: 1d4 ⇒ 3. Unable to reduce due to Vulnerability.

    Discard Mace of Smiting, Adamantine Trident +3, Jorgenfist Spear.
    Banish Curse of Vulnerability.

    It is the hour of Poisoning.

    Accept Remove Curse from Radillo to remove Curse of the Sphinx.
    Explore.

    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.

    OUCH!!
    Auto Fail check. Have no ally in hand. Everyone takes 2d4 Fire damage! The barrier gets shuffled back into deck.
    Fire Damage: 2d4 ⇒ (4, 4) = 8 OOOF!
    Empty hand.
    End Turn. No card to banish, so have to roll. This could be curtains for Flenta.
    1d2 ⇒ 2
    The Second Law:

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

    Displayed next to scenario!
    Reset Hand
    Flenta wrote:

    Hand: Energy Bolt, Blessing of the Lord in Iron, Legionnaire Chaplain, Skyplate Armor, Gem of Physical Prowess, Topaz of Strength, Corrosion,

    Displayed: Curse of Poisoning,
    Deck: 1 Discard: 14 Buried: 0
    Notes: Use blessings as needed (add 1d12 for Strength checks). Add 1d4+1 to local combat checks. Shirt reroll used: N. Hero Points: 7
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ]+1 [ ]+2
    Acrobatics: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [X]+1 [X]+2 [X]+3
    Knowledge: Intelligence +2
    Wisdom d6 [ ]+1
    Charisma d6 [ ]+1 [ ]+2

    Favored Card: Weapon or Spell
    Hand Size 5 [X]6 [X]7
    Proficient with: Light Armors [ ]Heavy Armors Weapons
    Powers:
    After you play a spell that has the Arcane trait for its powers, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
    When you would discard a weapon for its power, you may recharge it ([X] or shuffle it into your deck) instead.
    [X] For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2
    [X] Add 1d4 ([X]+1) to a combat check by a character at your location
    [X] When you play a blessing to add to a Strength check, you may add a d12 instead of the normal die.


    Poisoning: 1d2 ⇒ 1 Energy Bolt
    Flenta wrote:

    Hand: Blessing of the Lord in Iron, Legionnaire Chaplain, Skyplate Armor, Gem of Physical Prowess, Topaz of Strength, Corrosion,

    Displayed: Curse of Poisoning,
    Deck: 2 Discard: 14 Buried: 0
    Notes: Use blessings as needed (add 1d12 for Strength checks). Add 1d4+1 to local combat checks. Shirt reroll used: N. Hero Points: 7
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ]+1 [ ]+2
    Acrobatics: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [X]+1 [X]+2 [X]+3
    Knowledge: Intelligence +2
    Wisdom d6 [ ]+1
    Charisma d6 [ ]+1 [ ]+2

    Favored Card: Weapon or Spell
    Hand Size 5 [X]6 [X]7
    Proficient with: Light Armors [ ]Heavy Armors Weapons
    Powers:
    After you play a spell that has the Arcane trait for its powers, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
    When you would discard a weapon for its power, you may recharge it ([X] or shuffle it into your deck) instead.
    [X] For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2
    [X] Add 1d4 ([X]+1) to a combat check by a character at your location
    [X] When you play a blessing to add to a Strength check, you may add a d12 instead of the normal die.

    Giving her all to save her friends from the deadly rolling sphere about to crush them, Flenta is left spent from the effort.

    Radillo helps remove a curse from her but all it takes is one word from Ra to bring the little halfling to within an inch of her life. The brave little fighter bursts into flames. She collapse to the ground, before fighting to her feet one more time, but looking battered and weak.


    Box Runner

    Seelah and Radillo take 2d4 fire damage

    During This Adventure:
    Summoned Banes || Loot List || Traders

    •The scourge die is 1d10

    Scourges:

    1 = Curse of Poisoning
    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

    Curse of Poisoning:

    Spoiler:
    Curse of Poisoning
    Scourge B

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.
    "Lo! The fire burns hot in your veins!"

    Curse of Vulnerability:

    Spoiler:
    Curse of Vulnerability
    Scourge B

    Traits
    Curse

    Check
    None

    Powers
    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.
    "O, wretches! You stand helpless before me!"

    Curse of Daybane:

    Spoiler:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    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.
    "Know this! The Orb of Ra destroys!"

    Curse of the Ravenous:

    Spoiler:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    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.
    "A plague of famine upon the nation!"

    Curse of Withering:

    Spoiler:
    Curse of Withering
    Scourge 2

    Traits
    Curse

    Check
    None

    Powers
    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.
    "To all your hopes, a decrepit demise!"

    Curse of Fevered Dreams:

    Spoiler:
    Curse of Fevered Dreams
    Scourge 3

    Traits
    Curse
    Arcane

    Check
    None

    Powers
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"

    Curse of the Sphinx:

    Spoiler:
    Curse of the Sphinx
    Scourge 4

    Traits
    Curse
    Sphinx

    Check
    None

    Powers
    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.

    You may only have 1 copy of this card displayed.
    "I watch over all! There is no escaping my gaze!"

    Curse of Blindness:

    Spoiler:
    Curse of Blindness
    Scourge 5

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.
    "On the brightest noon, darkness shall reign!"

    Curse of the Mummy:

    Spoiler:
    Curse of the Mummy
    Scourge 6

    Traits
    Curse
    Undead
    Mummy

    Check
    None

    Powers
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    You may only have 1 copy of this card displayed.
    "Send your best raiders! All will be lost!"



    • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    • After you begin In Search of a Sage, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin The Sepulcher Soars Anew, do the same for cards that have the Elite trait.

    During This Scenario:Set-up: To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table.
    During the Scenario:
    • When you discard a scourge from the blessings deck, suffer it.
    • At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck. Roll 1d2 (1 for a random Monster, 2 for random barrier)
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Additional Rules:

    1. Pairaka:
    1. Pairaka
    Henchman
    Type: Monster
    Traits: Curse Outsider Trigger
    To Defeat: Combat 13 OR Divine 9
    When you examine this card, shuffle the top card of the blessings deck into your location deck. The Pairaka is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    2. Druj Nasu:
    2. Druj Nasu
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits. Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. If defeated, you may immediately attempt to close the location this henchman came from.
    3. Ghawwa:
    3. Ghawwa
    Henchman
    Type: Monster
    Traits: Aquatic Outsider Trigger
    To Defeat: Combat 18 THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka. The Ghawwa is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    4. Shira:
    4. Shira
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 19 OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    5. Usij Cultist:
    5. Usij Cultist
    Henchman
    Type: Monster
    Traits: Cultist Human
    To Defeat: Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    6. Akvan:
    6. Akvan
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 35
    The Akvan is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom 9 check or the difficulty of checks to defeat is increased by 4 until the end of the encounter. After this check, a character summons and encounters the villain Sepid. If the check to defeat has the Acid, Divine, or Electricity trait, subtract 1 from each die. If undefeated, you are dealt 2d4 Acid damage. If defeated and there are other cards in the siege deck, put the Akvan on the bottom of the siege deck.

    Displayed next to Scenario:

    The Second Law:
    The Second Law:

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

    Scenario Level (#): 6

    Turn: 11, Radillo/Redgar

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

    Spoiler:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

    Spoiler:
    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.

    Barriers
    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:
    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.


    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:
    Fireball Trap
    MM
    Barrier 2
    Traits:
    Trap
    Magic
    Fire
    Elite
    To Defeat:
    Constitution 6
    OR Dexterity
    Acrobatics
    Disable 8
    If undefeated, each character at your location is dealt 1d4 Fire damage.

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

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

    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:
    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:
    Chakram
    MM
    Weapon B
    Traits:
    Knife
    Ranged
    Slashing
    Elite
    To Acquire:
    Dexterity
    Ranged 6
    If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
    On your combat check, if you played another weapon, discard this card to add 1d4.

    Spells
    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:
    Clinging Venom
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Poison
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 4
    For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 6 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:
    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.

    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:
    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:
    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:
    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:
    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:
    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.

    Items
    Spoiler:
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.

    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:
    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:
    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.

    Spoiler:
    Bird Feather Tokens
    MM
    Item 3
    Traits:
    Object
    Magic
    To Acquire:
    Intelligence
    Arcane 9
    Recharge this card to reroll 1 die on a check by a character at your location.
    On your turn, you may give this card to a character at another location; that character recharges it. You may additionally give that character a weapon, an armor, or an item.

    Allies
    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:
    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.

    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:
    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:
    Mahga Threefingers
    MM
    Ally B
    Traits:
    Half-Orc
    Ranger
    To Acquire:
    Charisma
    Diplomacy 8
    On your check, after the roll, recharge this card to add 3 or subtract 2 from the result.
    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 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 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 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 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.

    Current Hour:

    Curse of Blindness:
    Curse of Blindness
    MM
    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.

    Hours Remaining: 16

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Seelah/Redelia:
    Spoiler:
    Hourglass Card 1 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 2 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 2 Flenta/Greenclaw
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 3 Radillo/Redgar:
    Spoiler:
    Hourglass Card 3 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 4 Seelah/Redelia:
    Spoiler:
    Hourglass Card 4 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 5 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 5 Flenta/Greenclaw
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    Hourglass Card 6 Radillo/Redgar:
    Spoiler:
    Hourglass Card 6 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 7 Seelah/Redelia:
    Spoiler:
    Hourglass Card 7 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 8 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 8 Flenta/Greenclaw
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 9 Radillo/Redgar:
    Spoiler:
    Hourglass Card 9 Radillo/Redgar
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 10 Seelah/Redelia:
    Spoiler:
    Hourglass Card 10 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 11 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 11 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 12 Radillo/Redgar:
    Spoiler:
    Hourglass Card 12 Radillo/Redgar
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 13 Seelah/Redelia:
    Spoiler:
    Hourglass Card 13 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 14 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 14 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 15 Radillo/Redgar:
    Spoiler:
    Hourglass Card 15 Radillo/Redgar
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 16 Seelah/Redelia:
    Spoiler:
    Hourglass Card 16 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.

    Location #2: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: Seelah/Redelia, Flenta/Greenclaw, Radillo/Redgar, None

    Oblivion's Bridge Card 1:
    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.
    Oblivion's Bridge Card 2:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Oblivion's Bridge Card 3:
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.
    Oblivion's Bridge Card 4:
    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.
    Oblivion's Bridge Card 5:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 6:
    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.
    Oblivion's Bridge Card 7:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Oblivion's Bridge Card 8:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 9:
    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.
    Oblivion's Bridge Card 10:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.


    Flenta's turn

    Flenta! NO! 2d4 ⇒ (4, 1) = 5


    2d4 ⇒ (4, 2) = 6
    Ebon Thorn buried to reduce all fire damage; then play Armored Halo.

    Ebon Thorn taken out of buried and put back in hand, then 1d4 + 1 ⇒ (4) + 1 = 5 cards healed.

    (discards now empty; this also shuffles recharged cards back into deck.)

    auto fail recharge check, so armored halo is discarded.


    Reveal Rhino Hide Armour to reduce damage by 3, discard Icy Prison and Rhino Hide Armour for the other two

    Hang in there Flenta... I'm coming to avenge you!

    Bury: Blessing of Abraxas. Play Fire Snake, recovering Remove Curse*, recharging BotE*

    Stealth = Arcane DC 17 1d10 + 7 + 1d10 ⇒ (7) + 7 + (8) = 22

    Bird! Bird is the word, Ra!

    It seems Radillo finally has gotten the hang of riddles... maybe?

    On Flenta's turn: play Remove Curse on Seelah, removing Withering from Seelah.

    Recovery: Fire Snake Arcane DC 8 *meow* 1d10 + 7 + 2 ⇒ (3) + 7 + 2 = 12

    Radillo decides that discretion is the better part of valour.

    She suffers Curse of Blindness on her turn, then banishes the Cat (AD 3) to avoid the end of turn badness.

    Redraw: entire hand.

    Avenged the Voice of Ra, so *no location shuffle*
    Seelah's Withering removed.

    Radillo wrote:

    Hand: Mask of the Forgotten Pharaoh (L), Blessing of Achaekek, Volcanic Storm, Mountaineer (AD 6), Autumn Witch (AD 6), Cloudburst, Marionette, Blessing of Isis,

    Displayed: Curse of the Sphinx, Curse of Daybane, Fire Snake,
    Deck: 2 Discard: 10 Buried: 4
    Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Achaekek = 2 dice vs h/v, Elements = recharge on Elemental tag, Ancients = 1 die)
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [x] +1 [/b][x]+2[/b]
    Constitution d4 [ ] +1 [ ] +2
    Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
    Arcane: Intelligence +3
    Wisdom d4 [ ] +1 [ ] +2
    Charisma d10 [ ] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +3

    Favored Card: Spell or Ally
    Hand Size [x] 7 [x] 8
    Proficiencies: None. Powers:
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
    [ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
    [x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
    [ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
    [x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


    Box Runner

    During This Adventure:
    Summoned Banes || Loot List || Traders

    •The scourge die is 1d10

    Scourges:

    1 = Curse of Poisoning
    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

    Curse of Poisoning:

    Spoiler:
    Curse of Poisoning
    Scourge B

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.
    "Lo! The fire burns hot in your veins!"

    Curse of Vulnerability:

    Spoiler:
    Curse of Vulnerability
    Scourge B

    Traits
    Curse

    Check
    None

    Powers
    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.
    "O, wretches! You stand helpless before me!"

    Curse of Daybane:

    Spoiler:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    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.
    "Know this! The Orb of Ra destroys!"

    Curse of the Ravenous:

    Spoiler:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    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.
    "A plague of famine upon the nation!"

    Curse of Withering:

    Spoiler:
    Curse of Withering
    Scourge 2

    Traits
    Curse

    Check
    None

    Powers
    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.
    "To all your hopes, a decrepit demise!"

    Curse of Fevered Dreams:

    Spoiler:
    Curse of Fevered Dreams
    Scourge 3

    Traits
    Curse
    Arcane

    Check
    None

    Powers
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"

    Curse of the Sphinx:

    Spoiler:
    Curse of the Sphinx
    Scourge 4

    Traits
    Curse
    Sphinx

    Check
    None

    Powers
    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.

    You may only have 1 copy of this card displayed.
    "I watch over all! There is no escaping my gaze!"

    Curse of Blindness:

    Spoiler:
    Curse of Blindness
    Scourge 5

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.
    "On the brightest noon, darkness shall reign!"

    Curse of the Mummy:

    Spoiler:
    Curse of the Mummy
    Scourge 6

    Traits
    Curse
    Undead
    Mummy

    Check
    None

    Powers
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    You may only have 1 copy of this card displayed.
    "Send your best raiders! All will be lost!"



    • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    • After you begin In Search of a Sage, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin The Sepulcher Soars Anew, do the same for cards that have the Elite trait.

    During This Scenario:Set-up: To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table.
    During the Scenario:
    • When you discard a scourge from the blessings deck, suffer it.
    • At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck. Roll 1d2 (1 for a random Monster, 2 for random barrier)
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Additional Rules:

    1. Pairaka:
    1. Pairaka
    Henchman
    Type: Monster
    Traits: Curse Outsider Trigger
    To Defeat: Combat 13 OR Divine 9
    When you examine this card, shuffle the top card of the blessings deck into your location deck. The Pairaka is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    2. Druj Nasu:
    2. Druj Nasu
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits. Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. If defeated, you may immediately attempt to close the location this henchman came from.
    3. Ghawwa:
    3. Ghawwa
    Henchman
    Type: Monster
    Traits: Aquatic Outsider Trigger
    To Defeat: Combat 18 THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka. The Ghawwa is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    4. Shira:
    4. Shira
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 19 OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    5. Usij Cultist:
    5. Usij Cultist
    Henchman
    Type: Monster
    Traits: Cultist Human
    To Defeat: Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    6. Akvan:
    6. Akvan
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 35
    The Akvan is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom 9 check or the difficulty of checks to defeat is increased by 4 until the end of the encounter. After this check, a character summons and encounters the villain Sepid. If the check to defeat has the Acid, Divine, or Electricity trait, subtract 1 from each die. If undefeated, you are dealt 2d4 Acid damage. If defeated and there are other cards in the siege deck, put the Akvan on the bottom of the siege deck.

    Displayed next to Scenario:

    The Second Law:
    The Second Law:

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

    Scenario Level (#): 6

    Turn: 12, Seelah/Redelia

    Random Cards:

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

    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.

    Spoiler:
    Bonecrusher Wizard
    MM
    Monster B
    Traits:
    Trigger
    Gnoll
    Wizard
    Elite
    To Defeat:
    Combat 9
    When you examine this card, encounter it; the difficulty to defeat is increased by 3.
    Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
    After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

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

    Barriers
    Spoiler:
    Poison 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:
    The Third Law
    MM
    Barrier 1
    Traits:
    Trigger
    Curse
    Law
    Elite
    To Defeat:
    None
    When you examine this card, encounter it.
    Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, before closing, roll 1d6. If the result exceeds the number of cards remaining in that location deck, a character at that location banishes a card or each character buries a card, 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:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.

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

    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:
    Flask Thrower
    MM
    Weapon 2
    Traits:
    Sling
    Ranged
    Bludgeoning
    Elite
    To Acquire:
    Dexterity
    Ranged 8
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add another 2d6 and that item's traits.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.

    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.

    Spells
    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:
    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:
    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:
    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.

    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:
    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:
    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 Suit
    MM
    Armor 2
    Traits:
    Clothing
    Light Armor
    Alchemical
    To Acquire:
    Constitution
    Fortitude
    Intelligence
    Craft 7
    Discard this card to reduce Acid, Cold, Combat, Electricity, or Poison damage dealt to you by 3, then you may search your deck for a card that has the Alchemical trait and draw it
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; you may succeed at an Intelligence or Craft 9 check to recharge this card instead.

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

    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.

    Items
    Spoiler:
    Effigy of Maat
    MM
    Item 2
    Traits:
    Trigger
    Object
    Magic
    Maat
    To Acquire:
    Constitution
    Fortitude
    Divine 8
    When you examine this card, you may reveal a blessing that has the Maat trait to automatically acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.

    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:
    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.

    Spoiler:
    Cenovath
    MM
    Item 5
    Traits:
    Object
    Magic
    Mummy
    To Acquire:
    Intelligence
    Wisdom
    Survival 14
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or to choose and draw a spell from the box.

    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.

    Allies
    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:
    Stone Weasel
    MM
    Ally B
    Traits:
    Animal
    Elemental
    To Acquire:
    Wisdom
    Survival 6
    Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
    Discard this card to explore your location. During this exploration, add 1d4 to your checks to acquire items.

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

    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 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 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 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 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 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:

    Curse of the Mummy:
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.

    Hours Remaining: 15

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 1 Flenta/Greenclaw
    Curse of Daybane
    MM
    Scourge B
    Traits:
    Curse
    Undead
    While displayed, at the start of your turn, if the top card of the blessings discard pile has the Basic trait, you may explore this turn only if you play a card or use a power that allows you to do so.
    If you already have Curse of Daybane displayed, banish this card.
    Hourglass Card 2 Radillo/Redgar:
    Spoiler:
    Hourglass Card 2 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 3 Seelah/Redelia:
    Spoiler:
    Hourglass Card 3 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 4 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 4 Flenta/Greenclaw
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    Hourglass Card 5 Radillo/Redgar:
    Spoiler:
    Hourglass Card 5 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 6 Seelah/Redelia:
    Spoiler:
    Hourglass Card 6 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 7 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 7 Flenta/Greenclaw
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 8 Radillo/Redgar:
    Spoiler:
    Hourglass Card 8 Radillo/Redgar
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 9 Seelah/Redelia:
    Spoiler:
    Hourglass Card 9 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 10 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 10 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 11 Radillo/Redgar:
    Spoiler:
    Hourglass Card 11 Radillo/Redgar
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 12 Seelah/Redelia:
    Spoiler:
    Hourglass Card 12 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 13 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 13 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 14 Radillo/Redgar:
    Spoiler:
    Hourglass Card 14 Radillo/Redgar
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 15 Seelah/Redelia:
    Spoiler:
    Hourglass Card 15 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.

    Location #2: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 1 I: 1 Al: 0 Bl: 0 ?: 3
    Located/Displayed Here: Seelah/Redelia, Flenta/Greenclaw, Radillo/Redgar, None

    Oblivion's Bridge Card 1:
    Thunder Lizard
    MM
    Monster 3
    Traits:
    Dragon
    Electricity
    To Defeat:
    Combat 13
    The Thunder Lizard is immune to the Electricity trait.
    Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.
    Oblivion's Bridge Card 2:
    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.
    Oblivion's Bridge Card 3:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 4:
    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.
    Oblivion's Bridge Card 5:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Oblivion's Bridge Card 6:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 7:
    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.
    Oblivion's Bridge Card 8:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.
    Oblivion's Bridge Card 9 (Ushering of Oblivion):
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.


    Box Runner

    Second Law: 1d6 ⇒ 6 narrowly avoided further disaster


    off turn: Radillo removed curse of withering from Seelah

    Seelah gets curse of the mummy (not a bad one, actually, so save curse removal resources for worse stuff)

    An electric lizard monster!

    BYA electric damage: 1d4 ⇒ 4
    bury Ebon Thorn for damage
    (others at location also take damage)

    Now Seelah pokes at the lizard with her lance, smiting.

    combat DC 13: 1d8 + 6 + 1d8 + 1 + 1d6 + 3 ⇒ (7) + 6 + (4) + 1 + (4) + 3 = 25
    defeated, Blessing of Iomedea 1 recharged for smite

    random card type: 1d2 ⇒ 2
    spiked pit trap
    wisdom, DC 14, smite, blessing of iomedea: 1d8 + 1 + 1d6 + 3 + 1d8 ⇒ (3) + 1 + (6) + 3 + (1) = 14
    no second law roll, because exceeded by 0.

    draw up and end turn

    Seelah wrote:

    Hand: Paladin's Helm, Shocking Lance +1, Longsword +2, Steel Ibis Lamellar, Warhorse,

    Displayed: Curse of the Mummy,
    Deck: 16 Discard: 1 Buried: 2
    Notes: reroll used, blessings available if needed.

    Skills and Powers:
    SKILLS

    STRENGTH d8 +4
    Melee: Strength +2
    DEXTERITY d4 []+1
    CONSTITUTION d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d4 []+1[]+2
    WISDOM d8+1 []+2 []+3
    Divine: Wisdom +2
    CHARISMA d10 +2

    Hand Size 4 [X]5 [ ]6 [ ]7
    Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6+3 to your check. If the top card was a blessing or spell, recharge it instead.
    You may examine the top card of your location deck at the start ([]or end) of your turn. If it's a boon, put it on the bottom ([ ] or underneath the top card) of the deck.
    [x] During your turn, you may bury a Divine card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.
    [X] When you play Blessing of Iomedea, you may recharge it ([ ] or shuffle it into your deck) instead of discarding it.


    Off turn 1d4 ⇒ 4 :( Recharge Mountaineer, discard Volcanic Storm.


    Character Deck Upgrade Prefs: Weapon 5/4 > Item 5 > Ally 5/4 > Blessing 5

    Electricity Damage: 1d4 ⇒ 4 OUCH!
    Bury Skyplate Armor to reduce damage to 0.
    Recharge Topaz of Strength to use Strength for recharge check.
    Intelligence 13: 1d10 + 3 ⇒ (2) + 3 = 5 Failed!
    It is the hour of Daybane. Display curse next to deck (thankfully this one isn't too bad for this game).
    Recharge Legionnaire Chaplain to heal a card: Blessing of Gorum.
    Explore.

    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.

    Recharge Gem of Physical Prowess to use Strength die.
    Intelligence 8: 1d10 + 3 ⇒ (2) + 3 = 5
    Really need this, so using shirt reroll.
    Intelligence 8: 1d10 + 3 ⇒ (5) + 3 = 8 Acquired!

    Flenta, barely able to stand due to her many injuries, still fights on alongside her friends. There is a glimmer of hope as she finds a magical robe that might help protect her from the many dangers that no doubt still lie ahead.

    End Turn.
    1d2 ⇒ 2

    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.

    This doesn't look good for Flenta! :(
    Discard (banish) Corrosion to add 1 die. Recharge random spell using Flenta's power: Augury.
    Discard Blessing of the Lord of Iron to add 1 die.
    Acrobatics 17: 3d6 + 2 ⇒ (2, 3, 6) + 2 = 13 Fail!
    7d6 ⇒ (3, 2, 1, 4, 1, 1, 3) = 15
    Recharge Mistmail to reduce the Poison damage. No other cards left.
    Flenta wrote:

    Hand: Grappler's Mask, Legionnaire Chaplain, Blessing of Gorum, Energy Bolt, Topaz of Strength, Gem of Physical Prowess, Augury,

    Displayed: Curse of Poisoning, Curse of Daybane,
    Deck: 1 Discard: 14 Buried: 1
    Notes: Use blessings as needed (add 1d12 for Strength checks). Add 1d4+1 to local combat checks. Shirt reroll used: Y. Hero Points: 7
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ]+1 [ ]+2
    Acrobatics: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [X]+1 [X]+2 [X]+3
    Knowledge: Intelligence +2
    Wisdom d6 [ ]+1
    Charisma d6 [ ]+1 [ ]+2

    Favored Card: Weapon or Spell
    Hand Size 5 [X]6 [X]7
    Proficient with: Light Armors [ ]Heavy Armors Weapons
    Powers:
    After you play a spell that has the Arcane trait for its powers, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
    When you would discard a weapon for its power, you may recharge it ([X] or shuffle it into your deck) instead.
    [X] For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2
    [X] Add 1d4 ([X]+1) to a combat check by a character at your location
    [X] When you play a blessing to add to a Strength check, you may add a d12 instead of the normal die.


    Poison: 1d7 ⇒ 5
    Flenta wrote:

    Hand: Grappler's Mask, Legionnaire Chaplain, Blessing of Gorum, Energy Bolt, Gem of Physical Prowess, Augury,

    Displayed: Curse of Poisoning, Curse of Daybane,
    Deck: 2 Discard: 14 Buried: 1
    Notes: Use blessings as needed (add 1d12 for Strength checks). Add 1d4+1 to local combat checks. Shirt reroll used: Y. Hero Points: 7
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d10 [X]+1 [X]+2 [X]+3 [X]+4
    Melee: Strength +2
    Dexterity d6 [ ]+1 [ ]+2
    Acrobatics: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2 [ ]+3
    Intelligence d8 [X]+1 [X]+2 [X]+3
    Knowledge: Intelligence +2
    Wisdom d6 [ ]+1
    Charisma d6 [ ]+1 [ ]+2

    Favored Card: Weapon or Spell
    Hand Size 5 [X]6 [X]7
    Proficient with: Light Armors [ ]Heavy Armors Weapons
    Powers:
    After you play a spell that has the Arcane trait for its powers, draw a random spell from the box that does not have an adventure deck number and has the Arcane trait and recharge it.
    When you would discard a weapon for its power, you may recharge it ([X] or shuffle it into your deck) instead.
    [X] For your combat check that has the Attack trait, you may use the skill Arcane: Intelligence +2
    [X] Add 1d4 ([X]+1) to a combat check by a character at your location
    [X] When you play a blessing to add to a Strength check, you may add a d12 instead of the normal die.


    After Flenta reveals Daybane on her turn, I recharge my Mask of the Forgotten Pharaoh to remove my Blindness.

    What happened? It all went white for a few seconds... FLENTA! You're bleeding out again!

    Hour of... Poisoning. Display Curse.

    Seelah! We need a medic here! Hand off my Blessing of Isis for Seelah to heal Flenta with on her next turn...

    Sphinx examine... Will of Ahriman

    Will of Ahriman Achaekek, don't fail me now...

    Diplomacy DC 18 1d10 + 3 + 2d10 ⇒ (7) + 3 + (1, 4) = 15 HP time...

    1d10 + 3 + 2d10 ⇒ (8) + 3 + (3, 5) = 19 Second Law: 1d2 ⇒ 2

    ...you know what? I'm just not going to push my luck further today.

    1d2 ⇒ 2 = sightless starvation

    All this heroism and my earlier blindness are making me hungry...

    Sightless Starvation

    Diplomacy DC 12 1d10 + 3 ⇒ (9) + 3 = 12 = no ravenous...

    Intelligence DC 12 1d10 + 4 ⇒ (3) + 4 = 7 ...yes blindness.

    Redraw, then Poisoning... 1d8 ⇒ 7 = recharging Fire Snake. :(

    End of Turn Summary:
    Give Blessing of Isis to Seelah to bury for healing on her turn.
    Clear 1 card.

    Radillo wrote:

    Hand: Autumn Witch (AD 6), Cloudburst, Marionette, Ice and Fire, Blessing of the Elements*, Remove Curse*, Mountaineer (AD 6),

    Displayed: Curse of the Sphinx, Curse of Daybane, Curse of Poisoning, Curse of Blindness,
    Deck: 2 Discard: 12 Buried: 4
    Notes: Local: recharge ally to reduce DC to defeat of monster by (AD+1) . Global: feel free to use blessings (Achaekek = 2 dice vs h/v, Elements = recharge on Elemental tag, Ancients = 1 die)
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    Dexterity d8 [x] +1 [/b][x]+2[/b]
    Constitution d4 [ ] +1 [ ] +2
    Intelligence d10 [x] +1 [x] +2 [x] +3 [x]+4
    Arcane: Intelligence +3
    Wisdom d4 [ ] +1 [ ] +2
    Charisma d10 [ ] +1 [ ] +2 [ ] +3
    Diplomacy: Charisma +3

    Favored Card: Spell or Ally
    Hand Size [x] 7 [x] 8
    Proficiencies: None. Powers:
    When you play a spell that has the Arcane trait during an encounter, you may examine the bottom card of your deck; if it is a spell ([x] or an ally), you may put it on top of your deck ([x] or add it to your hand)
    When you attempt to acquire an ally, you may use your Arcane skill in place of any listed skill.
    You automatically succeed at your check to recharge ([ ] or acquire) a boon that has the Mental trait.
    [ ] When another character at your location ([ ] or at any location) fails to acquire a boon, you may banish a card to put the boon in your discard pile.
    [x] When you discard an ally to explore your location, you may recharge a random ally from your discard pile ([ ] or shuffle it into your deck).
    [ ] If you play a spell to evade a bane, you may put the bane on top of its deck.
    [x] When any character at your location attempts a check to defeat a monster, you may recharge an ally to reduce the difficulty of that check by 1 ([x] 2) plus the adventure deck number of the recharged ally, if any.


    At the start of Seelah's turn: recharge Remove Curse, to remove my Blindness.

    Flenta! If Seelah heals you, do you think you could pass of your Augury to her to heal me next?


    Box Runner

    During This Adventure:
    Summoned Banes || Loot List || Traders

    •The scourge die is 1d10

    Scourges:

    1 = Curse of Poisoning
    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

    Curse of Poisoning:

    Spoiler:
    Curse of Poisoning
    Scourge B

    Traits
    Curse
    Poison

    Check
    None

    Powers
    While displayed, after you reset your hand, recharge a random card.
    "Lo! The fire burns hot in your veins!"

    Curse of Vulnerability:

    Spoiler:
    Curse of Vulnerability
    Scourge B

    Traits
    Curse

    Check
    None

    Powers
    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.
    "O, wretches! You stand helpless before me!"

    Curse of Daybane:

    Spoiler:
    Curse of Daybane
    Scourge B

    Traits
    Curse
    Undead

    Check
    None

    Powers
    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.
    "Know this! The Orb of Ra destroys!"

    Curse of the Ravenous:

    Spoiler:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    Check
    None

    Powers
    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.
    "A plague of famine upon the nation!"

    Curse of Withering:

    Spoiler:
    Curse of Withering
    Scourge 2

    Traits
    Curse

    Check
    None

    Powers
    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.
    "To all your hopes, a decrepit demise!"

    Curse of Fevered Dreams:

    Spoiler:
    Curse of Fevered Dreams
    Scourge 3

    Traits
    Curse
    Arcane

    Check
    None

    Powers
    Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

    You may only have 1 copy of this card displayed.
    "Sir, your sanity is imperiled!"

    Curse of the Sphinx:

    Spoiler:
    Curse of the Sphinx
    Scourge 4

    Traits
    Curse
    Sphinx

    Check
    None

    Powers
    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.

    You may only have 1 copy of this card displayed.
    "I watch over all! There is no escaping my gaze!"

    Curse of Blindness:

    Spoiler:
    Curse of Blindness
    Scourge 5

    Traits
    Curse

    Check
    None

    Powers
    While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

    You may only have 1 copy of this card displayed.
    "On the brightest noon, darkness shall reign!"

    Curse of the Mummy:

    Spoiler:
    Curse of the Mummy
    Scourge 6

    Traits
    Curse
    Undead
    Mummy

    Check
    None

    Powers
    While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

    You may only have 1 copy of this card displayed.
    "Send your best raiders! All will be lost!"



    • When you are dealt Acid, Electricity, or Fire damage, if that damage is neither reduced to 0 nor reduced by at least 2, suffer the scourge Curse of the Mummy.
    • After you begin In Search of a Sage, when you would banish a bane that has the Basic trait, remove it from the game; when you banish a boon that has the Basic trait, you may remove it from the game. After you begin The Sepulcher Soars Anew, do the same for cards that have the Elite trait.

    During This Scenario:Set-up: To create the blessings deck, shuffle together 3 of each scourge listed on the scourge table.
    During the Scenario:
    • When you discard a scourge from the blessings deck, suffer it.
    • At the end of your turn, banish a card or summon and encounter a random barrier or monster; if the summoned card is not defeated, discard 1d4 cards from the top of your deck. Roll 1d2 (1 for a random Monster, 2 for random barrier)
    • If the Ushering of Oblivion would be defeated and there are other cards in the location deck it came from, put it on the bottom of its location deck instead.

    Additional Rules:

    1. Pairaka:
    1. Pairaka
    Henchman
    Type: Monster
    Traits: Curse Outsider Trigger
    To Defeat: Combat 13 OR Divine 9
    When you examine this card, shuffle the top card of the blessings deck into your location deck. The Pairaka is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
    2. Druj Nasu:
    2. Druj Nasu
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Fortitude Perception 6 THEN Combat Divine 15
    The Druj Nasu is immune to the Fire and Poison traits. Before you act, a character at your location summons and encounters the henchman Beheaded. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. If defeated, you may immediately attempt to close the location this henchman came from.
    3. Ghawwa:
    3. Ghawwa
    Henchman
    Type: Monster
    Traits: Aquatic Outsider Trigger
    To Defeat: Combat 18 THEN StrengthConstitutionFortitudeDivine 5
    When you examine this card or before you act, a random character summons and encounters the henchman Pairaka. The Ghawwa is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
    4. Shira:
    4. Shira
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 19 OR Divine 15
    If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
    5. Usij Cultist:
    5. Usij Cultist
    Henchman
    Type: Monster
    Traits: Cultist Human
    To Defeat: Combat 20
    When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
    6. Akvan:
    6. Akvan
    Henchman
    Type: Monster
    Traits: Outsider
    To Defeat: Combat 35
    The Akvan is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom 9 check or the difficulty of checks to defeat is increased by 4 until the end of the encounter. After this check, a character summons and encounters the villain Sepid. If the check to defeat has the Acid, Divine, or Electricity trait, subtract 1 from each die. If undefeated, you are dealt 2d4 Acid damage. If defeated and there are other cards in the siege deck, put the Akvan on the bottom of the siege deck.

    Displayed next to Scenario:

    The Second Law:
    The Second Law:

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

    Scenario Level (#): 6

    Turn: 15, Seelah/Redelia

    Random Cards:

    Monsters
    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:
    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:
    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:
    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.

    Spoiler:
    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.

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

    Spoiler:
    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:
    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:
    Dry Quicksand
    MM
    Barrier B
    Traits:
    Trap
    Elite
    To Defeat:
    Dexterity
    Acrobatics
    Wisdom
    Survival 9
    If undefeated, display this card next to your location and shuffle your token into your location deck. When your token is returned to the location, banish this card.

    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.

    Weapons
    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:
    Javelin of Lightning
    MM
    Weapon 2
    Traits:
    Spear
    Ranged
    Piercing
    Magic
    Elite
    To Acquire:
    Dexterity
    Ranged 10
    For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
    After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of burying or banishing it.

    Spoiler:
    Scorpion Whip
    MM
    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 proficient with weapons and you would fail this check, you may discard this card to ignore the result and evade the bane.

    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.

    Spells
    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:
    Symbol of Fortune
    MM
    Spell 6
    Traits:
    Magic
    Arcane
    Divine
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 14
    On any check, after the roll, discard this card to add or subtract 3 from the result.
    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 16 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.

    Spoiler:
    Fiery Glare
    MM
    Spell B
    Traits:
    Magic
    Arcane
    Divine
    Attack
    Fire
    Elite
    To Acquire:
    Intelligence
    Arcane
    Wisdom
    Divine 8
    For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
    When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 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.

    Armors
    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.

    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:
    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:
    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:
    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.

    Items
    Spoiler:
    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.

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

    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:
    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:
    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:
    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:
    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:
    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:
    Marianix Karn
    MM
    Ally B
    Traits:
    Human
    Aspis
    Sage
    To Acquire:
    Charisma
    Diplomacy 9
    Reveal this card to add 1 to your check to acquire a boon.
    Recharge this card to add 1d6 to your check to defeat a barrier.
    Discard this card to explore your location.

    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 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 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 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 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.

    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:

    Curse of Fevered Dreams:
    Curse of Fevered Dreams
    MM
    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.

    Hours Remaining: 12

    Hourglass

    Hourglass Cards/Turn Order:
    Hourglass Card 1 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 1 Flenta/Greenclaw
    Curse of Vulnerability
    MM
    Scourge B
    Traits:
    Curse
    While displayed, Acid, Cold, Electricity, or Fire damage dealt to you may not be reduced. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
    If you already have Curse of Vulnerability displayed, banish this card.
    Hourglass Card 2 Radillo/Redgar:
    Spoiler:
    Hourglass Card 2 Radillo/Redgar
    Curse of Poisoning
    MM
    Scourge B
    Traits:
    Curse
    Poison
    While displayed, after you reset your hand, recharge a random card for each Curse of Poisoning next to your deck.
    Hourglass Card 3 Seelah/Redelia:
    Spoiler:
    Hourglass Card 3 Seelah/Redelia
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 4 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 4 Flenta/Greenclaw
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 5 Radillo/Redgar:
    Spoiler:
    Hourglass Card 5 Radillo/Redgar
    Curse of the Sphinx
    MM
    Scourge 4
    Traits:
    Curse
    Sphinx
    While displayed, before you explore, examine the top card of your location; if it is a boon, recharge your hand, then reset your hand, then discard a card.
    If you already have Curse of the Sphinx displayed, banish this card.
    Hourglass Card 6 Seelah/Redelia:
    Spoiler:
    Hourglass Card 6 Seelah/Redelia
    Curse of Fevered Dreams
    MM
    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.
    Hourglass Card 7 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 7 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 8 Radillo/Redgar:
    Spoiler:
    Hourglass Card 8 Radillo/Redgar
    Curse of Withering
    MM
    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 the next lower-size dice.
    If you already have Curse of Withering displayed, banish this card.
    Hourglass Card 9 Seelah/Redelia:
    Spoiler:
    Hourglass Card 9 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.
    Hourglass Card 10 Flenta/Greenclaw:
    Spoiler:
    Hourglass Card 10 Flenta/Greenclaw
    Curse of Blindness
    MM
    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.
    Hourglass Card 11 Radillo/Redgar:
    Spoiler:
    Hourglass Card 11 Radillo/Redgar
    Curse of the Mummy
    MM
    Scourge 6
    Traits:
    Curse
    Undead
    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.
    Hourglass Card 12 Seelah/Redelia:
    Spoiler:
    Hourglass Card 12 Seelah/Redelia
    Curse of the Ravenous
    MM
    Scourge 1
    Traits:
    Curse
    While displayed, 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
    If you already have Curse of the Ravenous displayed, banish this card.

    Location #2: Oblivion's Bridge
    At This Location: If any die rolled on a check is a 1 or 2, count it as 0.
    When Closing: You may close this location automatically.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 0 Ar: 0 I: 1 Al: 0 Bl: 0 ?: 2
    Located/Displayed Here: Seelah/Redelia, Flenta/Greenclaw, Radillo/Redgar, None

    Oblivion's Bridge Card 1:
    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.
    Oblivion's Bridge Card 2:
    Helpful Haversack
    MM
    Item 1
    Traits:
    Accessory
    Magic
    To Acquire:
    Dexterity
    Intelligence 6
    At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, put the examined card on the top or bottom of your deck.
    Oblivion's Bridge Card 3:
    Will of Ahriman
    None
    Henchman 6
    Type: Barrier
    Traits:
    Divine
    Obstacle
    To Defeat:
    Wisdom
    Fortitude
    Knowledge
    Diplomacy 18
    If undefeated, discard any armors, then each character at your location is dealt Combat damage equal to 2 plus the number of cards that have the Attack trait and weapons in your hand, then banish the Will of Ahriman.
    Oblivion's Bridge Card 4:
    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.
    Oblivion's Bridge Card 5:
    Staff of Dark Flame
    MM
    Weapon 3
    Traits:
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic
    Elite
    To Acquire:
    Strength
    Melee
    Arcane
    Divine 12
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
    Reveal this card and discard a spell to decrease the difficulty of a combat check by 1d6+1.
    Oblivion's Bridge Card 6 (Ushering of Oblivion):
    Ushering of Oblivion
    None
    Villain 6
    Type: Barrier
    Traits:
    Arcane
    Skirmish
    To Defeat:
    None
    Before you act, roll 1d6; draw that many cards, then summon and encounter the following henchman:
    1. Pairaka 3. Ghawwa 5. Usij Ghul
    2. Druj-Nasu 4. Shira 6. Akvan
    The summoned card may summon other cards.
    If you defeat the summoned card, bury 1d4 cards, then discard 1d4 cards, then recharge your hand; if you recharged 1 or more cards, the Ushering of Oblivion is defeated. Otherwise, it is undefeated.


    Seelah heals Flenta.
    1d4 + 1 ⇒ (3) + 1 = 4

    She also hands Flenta a weapon, since she seems to have lost all of hers.
    (Longsword +2)

    She explores, and almost runs into Pharoah's Altar.
    (asking Radillo to play a blessing; If I beat this, I can get a blessing and heal her)
    dex, smite: 2d4 + 1d6 + 3 ⇒ (4, 4) + (3) + 3 = 14
    (my NCD blessing of Isis recharged for smite

    defeated, getting a blessing as reward, burying that blessing to heal Radillo
    healing: 1d4 + 1 ⇒ (1) + 1 = 2

    EOT card: 1d2 ⇒ 2
    A shrieky plant
    wisdom: 1d8 + 1 ⇒ (5) + 1 = 6
    not defeated; examine top three cards;last one is a naga, which Seelah needs to encounter (no triggers)
    combat, DC 16, shocking lance +1, warhorse: 1d8 + 6 + 1d8 + 1 + 1d8 + 1 ⇒ (7) + 6 + (4) + 1 + (3) + 1 = 22
    combat, DC 16, shocking lance +1: 1d8 + 6 + 1d8 + 1 ⇒ (7) + 6 + (3) + 1 = 17
    royal naga defeated, also.

    Seelah draws up and ends her turn.

    Seelah wrote:

    Hand: Paladin's Helm, Shocking Lance +1, Mass Cure, Steel Ibis Lamellar, Warhorse,

    Displayed: Curse of the Mummy,
    Deck: 15 Discard: 1 Buried: 4
    Notes: reroll used, blessings available if needed.

    Skills and Powers:
    SKILLS

    STRENGTH d8 +4
    Melee: Strength +2
    DEXTERITY d4 []+1
    CONSTITUTION d8 []+1 []+2 []+3
    Fortitude: Constitution +1
    INTELLIGENCE d4 []+1[]+2
    WISDOM d8+1 []+2 []+3
    Divine: Wisdom +2
    CHARISMA d10 +2

    Hand Size 4 [X]5 [ ]6 [ ]7
    Light Armors Heavy Armors Weapons
    Powers:
    You may discard the top card of your deck to add 1d6+3 to your check. If the top card was a blessing or spell, recharge it instead.
    You may examine the top card of your location deck at the start ([]or end) of your turn. If it's a boon, put it on the bottom ([ ] or underneath the top card) of the deck.
    [x] During your turn, you may bury a Divine card and choose a character at your location to shuffle 1d4+1 random cards from his discard pile into his deck.
    [X] When you play Blessing of Iomedea, you may recharge it ([ ] or shuffle it into your deck) instead of discarding it.


    Having drawn Mass Cure, Seelah plays it during the start of the next turn.

    Another heal for Radillo:
    1d4 + 1 ⇒ (2) + 1 = 3

    A heal for Seelah:
    1d4 + 1 ⇒ (2) + 1 = 3

    Spell is discarded.

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