[ACG] [CaG] [SoFF] Season of Factions' Favor Adventure 1+ (Inactive)

Game Master Hawkmoon269

POTENTIALLY SUMMONED CARDS:

Acid Pool:
Acid Pool
Henchman Barrier B

Traits
Obstacle
Acid
Veteran

Check
Intelligence
Craft
Wisdom
Survival
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.

Aghash:
Aghash
Henchman Monster B

Traits
Outsider
Curse
Electricity
Trigger
Veteran

Check
Combat
11
OR
Divine
8

Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Blightwing:
Blightwing
Henchman Monster 1

Traits
Outsider
Curse
Poison
Veteran

Check
Combat
11

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.

Crawling Hands:
Crawling Hands
Henchman Monster 2

Traits
Undead
Swarm

Check
Combat
13

Powers
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Giant Sand Eel:
Giant Sand Eel
Henchman Monster B

Traits
Animal
Veteran

Check
Combat
11

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, shuffle this card into a random open location and discard a card.
If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Graven Guardian of Nethys:
Graven Guardian of Nethys
Henchman Monster 1

Traits
Construct
Nethys
Inquisitor
Veteran

Check
Arcane
Divine
9
OR
Combat
12

Powers
The Graven Guardian of Nethys is immune to the Mental and Poison traits.
The difficulty to defeat the Graven Guardian of Nethys is increased by the current scenario's adventure deck number.
You may discard a card that has the Nethys trait to defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.

Silver Chain Smuggler:
Silver Chain Smuggler
Henchman Monster 2

Traits
Human
Rogue

Check
Combat
12

Powers
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

Voices of the Spire:
Voices of the Spire
Henchman Monster B

Traits
Human
Inquisitor
Veteran

Check
Combat
8
OR
Charisma
Diplomacy
7

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.

SCOURGE TABLE:
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.

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.

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.

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.

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.

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.

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.

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.

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.



RULE: FAVORS:
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.

RULES: TRADERS:
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.
• When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
• You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
• Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
• At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.
For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.

Campaign Sheet

Sunburst Market


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  The dwarf screams at the sky, his face twisting with rage.
  “How dare she use me like this? I’ll kill her!” He startles as if noticing you for the first time. “Hey, cool your fireballs. Muhlia al-Jakri’s vampire pal made me do all this. If you’re going after al-Jakri, I’m in. I know she hates you Pathfinders, and I want to teach her what happens when you mess with Urgraz!”
  You recall the mutilated clergy of Sarenrae as he rages at your foe from afar.
  A bloodthirsty grin spreads across his face. “C’mon, you know you wanna.”
  Away from the sight of the guards, the choice of whether or not to accept his offer falls squarely in your hands.


Scenario Reward
For the rest of the Adventure Path, 1 character may temporarily replace 1 weapon in his deck with the weapon Ooze Falchion +1. At the end of each scenario, return the card to the game box.
Each player may, for each future scenario, choose to exchange his character that completed this scenario with Urgraz from Hell’s Vengeance Character Deck 1. Urgraz gets the same number of skill, power, and card feats as the exchanged character, as well as all other applicable rewards that character has earned (including any valid deck upgrades and a role card if appropriate). Build Urgraz’s deck from the Hell’s Vengeance Character Deck 1 box using the Hierarchy from the Pathfinder Society Adventure Card Guild Guide. The exchanged character receives any rewards and upgrades from the scenario. Report the character as Unlocked Antipaladin Urgraz.

Upgrade Pool
Unwrapped Harmony (Ally 2)
Tomb Raider (Ally B)

Portable Sarcophagus (Armor P)

Blessing of the Elements (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of Bastet (Blessing B)
Blessing of the Ancients (Blessing C)
Blessing of Nethys (Blessing B)

Flame Staff (Item C)
Glyphbane Gloves (Item 2)
Noxious Bomb (Item C)
Crowbar (Item C)

Deathgrip (Spell 2)
Unshakable Chill (Spell B)
Cure (Spell C)
Immolate (Spell B)
Remove Curse (Spell C)
Augury (Spell B)

Frost Sling +1 (Weapon 1)


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

Order for the next Scenario should be the same, starting with Seoni


Female Human Sorcerer/Tattooed Mystic Deck Handler

Upgrading Item B Codex into Item 2 Gem of Mental Acuity
As Grazzle apprehended Urgraz, the sorcerer had a stunning sense of deja vu as Urgraz tried to win the party's support. Seoni finally pieced together the Pharasman pattern. "A wise cleric... an intelligence hellknight... a charismatic antipaladin..." she murmured. Seemingly at random, the sorcerer bought a gem for sale in the marketplace, a shining souvenir of her time in Merab. "Vacation's over."


4-2: FANNING THE FLAMES
  The fortress city of Zimar buzzes with a palpable tension as you disembark your ship. The mix of Qadiran and Taldan influences in the architecture stand as testament to the ever-shifting borders between the two nations. For now, at least, Zimar is part of Taldor.
  You make your way to meet Venture-Captain Cordelia Perseis. The young Taldan marquess smiles and beckons you to approach. You know she is a Shelynite wizard specializing in information gathering. Her appointment to venture-captain is recent; she has no lodge of her own, and has taken to serving as a point of contact for “at-large” Taldor missions while Venture-Captains Muesello and Themis handle their respective lodges. She is a noted supporter of Princess Eutropia, the child heiress of the Grand Prince of Taldor.
  “Ah, welcome! Right on time!” The venture-captain gives a small, knowing smile before gesturing to places at a table stocked with just-cooked plates of your favorite foods. “I can’t tell you how helpful you’ve been in uncovering the details of Pasha Muhlia al-Jakri’s conspiracy to foment war between Taldor and Qadira. I’ve called you here because two recent incidents have stoked the flames of war. I suspect al-Jakri may be behind either or both, so I would like you to investigate them with me.
  “First, a number of people have gone missing lately, including the daughter of this prefecture’s most prestigious senator. Senator Karthis is a Qadira hawk who makes High Strategos Pythareus look like a peacemaker by comparison. My divinations were unable to locate his daughter, so we presumed the worst. Karthis has publicly blamed the Qadirans for the kidnappings, but rumblings from Zimar’s undercity suggest otherwise.
  “Then, one of the schools of war in Omash, Qadira’s counterpart to Zimar, burned down. The Qadirans have been blaming Taldor for the arson, but it mirrored a chemical explosion instigated by the late Baron Jacquo Dalsine, a man who died to the pasha’s blades when she left the Society. I do not think that’s a coincidence.
  “I realized that the two may be connected after a Pathfinder agent in Omash reported seeing Sabina there. Hearing this, I invoked more powerful magics and confirmed that Sabina is alive, resisting my scrying. The fact that she shares her father’s fiery passions may explain this apparent deception.
  “You did better than I could have ever hoped retrieving information on al-Jakri, so I’ll leave it to you to decide which of the two crimes we investigate first: the disappearance or the arson. Let me be your eyes and ears for the investigation— you have my spells at your disposal at all times. Good luck, my friends!”

COMPLETE THESE SCENARIOS IN ANY ORDER:
4-2A: Missing Persons
4-2B: Mirror, Mirror
4-2C: Rumbles in Omash
4-2D: Cinders’ Truth
4-2E: Dark Nuptials

DURING THIS ADVENTURE
•The scourge die is 1d6.
•If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
•When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor.


4-2A: MISSING PERSONS
  Venture-Captain Cordelia Perseis smiles. “Thank you for your diligence, my friends. We need to find evidence that the kidnapping of Senator Karthis’s daughter was not perpetrated by Qadira, and if we can prove that Pasha Muhlia al-Jakri, was behind it, all the better. While it seems likely that we will eventually end up in Omash, where Sabina was last seen, I’d like us first to head to Zimar’s undercity and parlay with the self-proclaimed Otyugh King Gulreesh. Bizarre as it may seem, he tends to have the best information in the city.”
  You head into the undercity, making your way past sewers and structures forgotten when new conquerors built over the old. You eventually reach the enormous cistern where the Otyugh King holds court. Gulreesh is a hideous creature, basically a giant stinking mouth with three tentacles writhing around his body in a grand gesture. “Greetings!” the filthy creature says in startlingly perfect Taldane, “I’ve heard good things about the Pathfinder Society, at least inasmuch as you’re great troubleshooters. You’re here about the kidnappings, no?”
  You quickly agree while attempting to wrestle your breakfast back into the pit of your stomach.
  “Good!” he exclaims, still befuddling you with his conversational skills. “I have the information you want, but it’s not free. A group of smugglers has been encroaching on my territory. Drive away the smugglers, and the information is yours.”
  Reluctantly, you trudge through the undercity again, through foul and pungent sewers. Finally, you reach the smugglers’ hideout, where you are predictably ambushed. It’s going to be one of those days.

DURING THIS SCENARIO
•Cohort: Cordelia Perseis
•At the start of the first turn of the scenario, each character summons and encounters the henchman Silver Chain Smugglers.
•When you defeat the henchman Dark Slayer, Ekram Iffek, or Raid Leader, you may attempt to close the location it came from.
•To win the scenario, close all locations.

VILLAIN
NONE

HENCHMEN

Raid Leader:

Henchman 2
Type: Monster
Traits: Human Rogue
To Defeat: Combat 9 THEN Combat 11
Before you act, succeed at a Stealth, Perception, or Diplomacy 7 check or the difficulty of checks to defeat is increased by 4. If undefeated, shuffle a card from your hand or discard pile into your location deck.

Ekram Iffek:

Henchman 2
Type: Monster
Traits: Human Cultist Ranger
To Defeat: Combat 14 OR Charisma Diplomacy 11
Before you act, you may draw a random non-Basic item from the box; if you do, evade Ekram Iffek and shuffle him into the next location. If you succeed at a combat check to defeat Ekram Iffek, gain the loot Natron Fang.

Dark Slayer:

Henchman 2
Type: Monster
Traits: Caligni Rogue Poison
To Defeat: Wisdom Charisma Diplomacy 8 OR Combat 11
Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location. If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.

Silver Chain Smuggler:

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

OTHER CARDS

Cordelia Perseis:

Cohort 2
Traits: Aristocrat Human Wizard
At the end of your turn, reveal this card to examine the top card of your location deck. You may then shuffle the location deck. On your check, after the roll, recharge this card to reroll any number of dice. Take the new result.


Human Wizard | Ezren's Deck //

Ezren will again take two loot cards:
* Deathgrip (trading Force Missile 2 for it)
* Unwrapped Harmony (trading Sage for it)

Ezren will also, again, visit Sunburst Market and trade his Walking Stick for Blessing of the Elements.


During This Adventure: •The scourge die is 1d6.
•If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
•When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor.

During This Scenario:•Cohort: Cordelia Perseis
•At the start of the first turn of the scenario, each character summons and encounters the henchman Silver Chain Smugglers.
•When you defeat the henchman Dark Slayer, Ekram Iffek, or Raid Leader, you may attempt to close the location it came from.
•To win the scenario, close all locations.

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

Location #2: Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ? :0

Location #3: Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ? :0

Location #4: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ? :0

Location #5: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ? :0

Location #6: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ? :0

Location #7: Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ? :0


Grazzle's deck Desired upgrades: None until tier 3

Trading my weapon at Sunburst Market for Elemental Treaty. Leaving the Cohort for someone else. Starting location Catacombs.

Grazzle wrote:

Hand: Binder's Tome, Blessing of the Spellbound 2, Elemental Treaty, Holy Javelin, Armor of the Sands, Cure 2, Blessing of Sivanah,

Displayed:
Deck: 10 Discard: 0 Buried: 0
"Notes: Blessing of the Spellbound: Recharge this card to add 1 dice to any check that invokes the Arcane or Divine trait.

Blessing of Sivanah: Discard this card to add 2 dice to any non-combat Intelligence or Charisma.

Elemental Treaty: Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.

Location: Catacombs"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 7
Proficient with: Light Armor
Powers:
<Power 1> You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
<Power 2> At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([ ] 1 plus) twice the number of cards you discarded.
<Power 3> [X] Add 2 to your check that invokes the Attack trait.


Human Wizard | Ezren's Deck //

Ezren starts at the Catacombs so that if he draws his Cure spell he can pass it to Grazzle.

Ezren wrote:

Hand: Apprentice, Spellbook, Codex, Acid Splash, Deathgrip, Lightning Touch, Cure,

Displayed:
Deck: 8 Discard: 0 Buried: 0
"Notes: Unless noted otherwise, use my cards as needed:
Location: Catacombs
Will give Cure to Grazzle on my turn"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d12 [X]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size 6 [X]7
Powers:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([ ] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
[ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) to it.


Human Wizard | Ezren's Deck //

Start of the first turn of the scenario: After their long rest, Ezren is startled to find a Silver Chain Smuggler already leaping upon him!

Silver Chain Smuggler:

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

BYA Diplomacy 5: 1d8 + 1 ⇒ (7) + 1 = 8

Discarding Lightning Touch
Recharge Apprentice
Combat 12: 1d12 + 3 + 2d4 + 1d6 ⇒ (8) + 3 + (4, 3) + (2) = 20
Recharge Lightning Touch, revealing Spellbook, Arcane 6: 1d12 + 3 + 1d4 ⇒ (7) + 3 + (2) = 12

Ezren wrote:

Hand: Spellbook, Codex, Acid Splash, Deathgrip, Cure,

Displayed:
Deck: 10 Discard: 0 Buried: 0
"Notes: Unless noted otherwise, use my cards as needed:
Location: Catacombs
Will give Cure to Grazzle on my turn"
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d12 [X]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size 6 [X]7
Powers:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([ ] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
[ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) to it.


Female Human Sorcerer/Tattooed Mystic Deck Handler

Going to Sunburst Market. Trading Item B Cape of Escape for Basic Spell B Unshakable Chill
Starting at Caravanserai

Infiltrating a smugglers' den called for something less sparkly than Seoni's usual magical cape. The sorcerer posed as a Sunburst Market ice-merchant to gain access to the smugglers' caravans.

(At the start of the first turn)
Summoning Silver Chain Smuggler

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

Revealing Binder's Tome
Diplomacy 5: 1d12 + 3 + 1d4 ⇒ (5) + 3 + (3) = 11
Displaying Frostbite, revealing Binder's Tome
Combat 12: 1d12 + 4 + 1d6 + 1d4 ⇒ (12) + 4 + (3) + (1) = 20
Silver Chain Smuggler is banished. Revealing Binder's Tome
Arcane 7: 1d12 + 4 + 1d4 ⇒ (11) + 4 + (2) = 17
Frostbite is recharged
A quartermaster greeted her. "These arsons are driving up prices for cooling throughout the city. When can we expect a consignment this month?" Seoni answered with a blast of magic. "How's right now?"

Seoni wrote:

Hand: Blessing of Pharasma B, Frostbite, Sage, Unshakable Chill, Binder's Tome, Incanter,

Displayed:
Deck: 11 10 Discard: 0 Buried: 0
Notes: At Caravanserai
Ask before using: Blessing of Pharasma (+1 die/+2 dice if spell is cast)
Can use without asking: Blessing if would recharge; Blessing for closing; Binder's Tome (reveal for +1d4 and Mental to CHA/Combat at my location)

Skills and Powers:

Skills:
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6


Starting with Cordelia Persias Cohort
Replacing Crystal Mail with Akhentepi's Armor
Replacing Conch Shell with Game of Afterlife
Replacing Haki Stick with Ooze Falchion +1
Replacing Possession with Blessing of the Elements

Starting at Vizier's Hill.

Mavaro wrote:

Hand: Spyglass, Detect Desires, Blessing of Maat, Game of Afterlife, Blessing of Asmodeus, The Missing Eye, Cordelia Perseis,

On Top: Clinging Venom
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Wisdom d8 +3
Divine d8 +3
Intelligence d8 +3/i]
[i]Arcane d8 +3

0/1 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


Start of Scenario Silver Chain Smuggler Attack!

Recharge Game of Afterlife to put Cleric of Nethys on top

BYA Diplomacy 5: 1d8 + 3 ⇒ (6) + 3 = 9

Recharge Detect Desires to put Blessing of the Elements on top. Reveal The Missing Eye

Combat 12: 1d8 + 3 + 1d8 + 1 ⇒ (7) + 3 + (6) + 1 = 17

Mavaro wrote:

Hand: Spyglass, Blessing of Maat, Blessing of Asmodeus, The Missing Eye, Cordelia Perseis,

On Top: Blessing of the Elements
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Blessings Available!
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Strength d8 +3
Dexterity d8 +3
[i]Constitution d8 +3/i]
[i]Wisdom d8 +3/i]
[i]Intelligence d8 +3/i]
[i]Charisma d8 +3/i]
0/1 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


deck handler

Evade SCS first turn. Start alone due to SCS at Smoking Den (Poisony things I guess)

Swap Shuriken +1 -> BotA at Sunburst
Look at Item Trader, but not likely to trade.

Reiko was able to hide from the Smuggler ambush. Sorry everyone, but efficiency demands I do this, as she sprints past the crowd to try and root out the leader.


Grazzle's deck Desired upgrades: None until tier 3

Grazzle arrives at the Catacombs and makes a treaty with the local elementals. Immediately afterwords he is ambushed by a smuggler demanding to know the whereabouts of some wild looking female gnome.

Having never met the woman and not interesting in having his personal space invaded Grazzle reacts.

Elemental Treaty displayed at Catacombs and it prevents the 1 BYA poison damage.

combat 12 casting and recharging Holy Javelin, revealing Binder's Tome, recharging Armor of the Sands: 1d8 + 2d12 + 2d4 + 7 ⇒ (6) + (5, 2) + (3, 2) + 7 = 25

Whoever the lady is, This smuggler will bother her no more.


Falsin Deek
Reiko

Smoke Stick:

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

Soul Stimulant:

Item 2
Traits: Liquid Alchemical
To Acquire: Intelligence Craft 9
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act. Banish this card to banish a displayed card that has the Curse trait.


deck handler

items are meh.

Reiko wrote:

Hand: Majordomo, Sacred Candle, Kusarigama, Galvanic Chakram +1, Blessing of the Quartermaster C,

Displayed:
Deck: 10 Discard: 0 Buried: 1
Notes: Reroll not used.

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

With the departure of Grazzle, retcon for Mavaro. Replacing Lasso with Blessing of the Elements instead of Possession


During This Adventure: •The scourge die is 1d6.
•If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
•When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor.

During This Scenario: •Cohort: Cordelia Perseis
•At the start of the first turn of the scenario, each character summons and encounters the henchman Silver Chain Smugglers.
•When you defeat the henchman Dark Slayer, Ekram Iffek, or Raid Leader, you may attempt to close the location it came from.
•To win the scenario, close all locations.
Additional Rules: Turn Order:
1 - Seoni/EmpTyger
2 - Ezren/AbrahamZ
3 - Mavaro/NathanDavis
4 - Reiko/zeroth_hour
Turn: 1, Seoni/EmpTyger

Scourge Table:

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

Random Cards:

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

Spoiler:
Ghost Scorpion
Monster B
Traits:
Trigger
Animal
Poison
Basic
To Defeat:
Combat 9 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
If the check to defeat has the Fire trait, add 1 die.

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

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

Spoiler:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.

Barriers
Spoiler:
The Evil Eye
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
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:
Hurtling Tiles Trap
Barrier 1
Traits:
Obstacle
Trap
Basic
To Defeat:
Intelligence
Perception 6
OR Dexterity
Stealth 8 During this encounter, characters may not play items.
If undefeated, you are dealt 1d4 Ranged Combat damage.
If defeated, you may explore your location.

Spoiler:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7 When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of Daybane, then banish this card.

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

Weapons
Spoiler:
Sistrum of Bastet
Weapon P
Traits:
Axe
Book
Ranged
Bludgeoning
Magic
Arcane To Acquire:
CharismaMelee 13 For your combat check, discard this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Charisma or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.

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

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

Spoiler:
Flaming Spear +1
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.

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

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

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

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

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

Spoiler:
Immolate
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 5 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Armors
Spoiler:
Alchemist's Suit
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7 Discard 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 put it in your hand.
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 armor instead.

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

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

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

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

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

Spoiler:
Noxious Bomb
Item B
Traits:
Liquid
Attack
Poison
Ranged
Alchemical
Basic To Acquire:
Intelligence
Craft 5 For your combat check, banish this card to use your Dexterity or Ranged skill + 2d6. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 9 check to recharge that card instead of discarding it.

Spoiler:
Soul Stimulant
Item 2
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 9 Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.

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

Allies
Spoiler:
Ubashki
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 powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.

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

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

Spoiler:
Tomb Raider
Ally B
Traits:
Human
Rogue
Basic To Acquire:
Charisma
Diplomacy
Acrobatics 4 Recharge this card to add 1d8 to your Dexterity non-combat check.
Discard this card to explore your location.

Spoiler:
Porcupine
Ally C
Traits:
Animal
Basic To Acquire:
Wisdom
Survival 7 Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Khepri
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Craft 7
OR Divine 5 On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Spoiler:
Blessings Deck Card 4 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 5 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 6 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 9 /
Blessing of Ra
Blessing C
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Sovereign Court Favor
Favor 2
Traits: While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 13 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 15 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 16 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 18 /
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 19 /
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 20 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 21 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 22 /
Blessing of Bastet
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 23 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 24 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 25 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 26 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 27 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 28 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 29 /
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

Catacombs Card 2:
Malfunctioning Deathtrap
Barrier B
Traits:
Trigger
Trap
Magic
Electricity
Basic
To Defeat:
Dexterity
Stealth
Disable
Intelligence 5 When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Catacombs Card 3:
Kukri
Weapon B
Traits:
Knife
Melee
Slashing
Finesse
Basic To Acquire:
Strength
Melee 4 For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Catacombs Card 4:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Catacombs Card 5:
Tussah Silk Coat
Armor B
Traits:
Clothing
Light Armor
Basic To Acquire:
Constitution
Fortitude 4 Recharge to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0. If proficient with light armors, bury it instead.

Catacombs Card 6:
Crystal Stalker
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9 When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.

Catacombs Card 7:
Bonecrusher Chieftain
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.

Catacombs Card 8:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5 For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

Catacombs Card 9:
Cure
Spell B
Traits:
Magic
Divine
Healing
Basic To Acquire:
Wisdom
Divine 6 Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Catacombs Card 10:
Dark Slayer
Henchman 2
Type: Monster
Traits:
Caligni
Rogue
Poison
To Defeat:
Wisdom
Charisma
Diplomacy 8
OR Combat 11 Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location.
If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.

Location #2: Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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

Precinct of Left Eyes Card 2:
Skeletal Jackal
Monster B
Traits:
Undead
Skeleton
Basic
To Defeat:
Combat 8 The Skeletal Jackal is immune to the Cold, Mental, and Poison traits.
If the check to defeat the Skeletal Jackal has the Piercing or Slashing trait, the difficulty is increased by 3.

Precinct of Left Eyes Card 3:
Enchanter
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8 The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Precinct of Left Eyes Card 4:
Sebti the Crocodile
Ally 1
Traits:
Trigger
Human
Cleric To Acquire:
CharismaDiplomacyDivine 9 When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.

Precinct of Left Eyes Card 5:
Spelldagger
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.

Precinct of Left Eyes Card 6:
Curse of Teeth and Fleas
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10 When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

Precinct of Left Eyes Card 7:
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

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

Precinct of Left Eyes Card 9:
Raid Leader
Henchman 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 9
THEN Combat 11 Before you act, succeed at a Stealth, Perception, or Diplomacy 7 check or the difficulty of checks to defeat is increased by 4.
If undefeated, shuffle a card from your hand or discard pile into your location deck.

Precinct of Left Eyes Card 10:
Canteen
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6 Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.
Location #3: Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1
Located/Displayed Here: Reiko/zeroth_hour, None

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

Smoking Den Card 2:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.

Smoking Den Card 3:
Dhabba
Ally B
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6 Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

Smoking Den Card 4:
Miau Pakhet
Ally P
Traits:
Catfolk
Bard
Gambling To Acquire:
CharismaDiplomacy 13 After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may explore your location.

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

Smoking Den Card 6:
Quicksand Bunyip
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12 When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you. Then shuffle the Quicksand Bunyip into your location.
Damage dealt by the Quicksand Bunyip may not be reduced.

Smoking Den Card 7:
Silver Chain Smuggler
Henchman 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 12 Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

Smoking Den Card 8:
Acute Senses
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

Smoking Den Card 9:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Smoking Den Card 10:
Staff of Focus
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee
Arcane
Divine 6 For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

Location #4: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Alchemical Laboratory Card 1:
Cleric of Nethys
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine
Knowledge 9 After you roll a check, recharge this card to add or subtract 2 from the check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.

Alchemical Laboratory Card 2:
Ghost Battling Ring
Item B
Traits:
Accessory
Magic
Pharasma
Veteran To Acquire:
Arcane
Divine
Knowledge 8 Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

Alchemical Laboratory Card 3:
Flames of the Faithful
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

Alchemical Laboratory Card 4:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Alchemical Laboratory Card 5:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8 When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

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

Alchemical Laboratory Card 7:
Ring of the Godless
Item B
Traits:
Accessory
Magic To Acquire:
Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.

Alchemical Laboratory Card 8:
Ekram Iffek
Henchman 2
Type: Monster
Traits:
Human
Cultist
Ranger
To Defeat:
Combat 14
OR Charisma
Diplomacy 11 Before you act, you may draw a random non-Basic item from the box; if you do, evade Ekram Iffek and shuffle him into the next location.
If you succeed at a combat check to defeat Ekram Iffek, gain the loot Natron Fang.

Alchemical Laboratory Card 9:
Magnifying Glass
Item B
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4 Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Alchemical Laboratory Card 10:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Location #5: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Mavaro/NathanDavis, None

Vizier's Hill Card 1:
Bonecrusher Hyenamaster
Monster B
Traits:
Trigger
Gnoll
Basic
To Defeat:
Combat 9
THEN Combat 9 When you examine this card, encounter it; its difficulty to defeat is increased by 3.

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

Vizier's Hill Card 3:
Shasalqu
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9 The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

Vizier's Hill Card 4:
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Vizier's Hill Card 5:
Dry Quicksand
Barrier C
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.

Vizier's Hill Card 6:
Detect Undead
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 5 During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Vizier's Hill Card 7:
Silver Chain Smuggler
Henchman 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 12 Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

Vizier's Hill Card 8:
Memories of Violence
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.

Vizier's Hill Card 9:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Vizier's Hill Card 10:
Khopesh
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Location #6: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Mumia Lab Card 1:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Mumia Lab Card 2:
Wing of Horus
Item B
Traits:
Trigger
Object
Magic
Horus To Acquire:
Dexterity
Knowledge
Divine 6 When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.

Mumia Lab Card 3:
Disable Mechanism
Spell 2
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Mumia Lab Card 4:
Mystic Silk Coat
Armor 2
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Mumia Lab Card 5:
Geniekin
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8 When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.

Mumia Lab Card 6:
Flash Freeze
Item C
Traits:
Liquid
Cold
Alchemical
Basic To Acquire:
Intelligence
Craft 5 Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Mumia Lab Card 7:
Tarworks Master
Ally B
Traits:
Dwarf To Acquire:
Craft
Charisma
Diplomacy 10 Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.

Mumia Lab Card 8:
Silver Chain Smuggler
Henchman 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 12 Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Mumia Lab Card 10:
Glacial Khopesh +1
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
Recharge this card to ignore a non-villain bane's power that happens after you act.


deck handler

Since Grazzle left I will trade for Cure rather than BotA, which I didn't put in anyway (whoops)


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

Examine and Trigger Card 1: Vizier's Hill

Noise from the combat with the Silver Chain Smuggler draws out a Bonecrusher Hyenamaster

Reveal The Missing Eye

Combat 9+3: 1d8 + 3 + 1d8 + 1 ⇒ (6) + 3 + (8) + 1 = 18 Wow! That actually worked!

A hyena leaps at Mavaro from behind. Mavaro spins around clumsily and the Missing Eye positions itself just right to take pierce the heart of the oncoming beast.

Reveal and Recharge The Missing Eye

Combat 9+3: 1d8 + 3 + 1d8 + 1 + 1d6 + 2 ⇒ (5) + 3 + (2) + 1 + (1) + 2 = 14

Mavaro pulls the blade out just in time to meet the hyena's master. The Bonecrusher drives Mavaro backwards into the the wall. Mavaro's strength fades as he parries blow after blow. Just when he doesn't think he can do anymore, he sees an opening. Quickly, he cuts deep into the Hyenamaster's guts and in a moment, the combat is done.

Leaning on the blade, "I need a godsdamned drink."

On Seoni's turn, Discard Spyglass to Examine


Vizier's Hill Card 2: Djinni Quarterstaff
Vizier's Hill Card 3: Shasalqu
Leaving cards in that order for Ezren to get, preferably after Mavaro leaves

Mavaro takes a moment to scope out the rest of his surroundings and determines that it would be best for Ezren to deal with what's here.

Mavaro wrote:

Hand: Blessing of Maat, Blessing of Asmodeus, Cordelia Perseis,

On Top: Blessing of the Elements
Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes: Blessings Available!
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Strength d8 +3
Dexterity d8 +3
[i]Constitution d8 +3/i]
[i]Wisdom d8 +3/i]
[i]Intelligence d8 +3/i]
[i]Charisma d8 +3/i]
0/1 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


Female Human Sorcerer/Tattooed Mystic Deck Handler

Actually starting at Smoking Den
Ancients o'clock
Exploring Smoking Den 1: Explorer's Staff

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

STR 2: 1d4 ⇒ 3
Explorer's Staff is acquired
Unfortunately, when Seoni arrived at the caravanserai, there was no caravan! She'd have to take a different approach. The sorcerer picked up a staff and walked over to the smoking den, hoping Reiko was having better luck.

Discarding Incanter to explore Smoking Den 2: Poison Blade Trap

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

Recharging Sage
Knowledge 7: 1d8 + 2 + 1d6 ⇒ (5) + 2 + (3) = 10
Poison Blade Trap is banished
One of the smokers passed a needle to Honeysuckle. Seoni pulled the incanter away quickly. "That's the Crafty Fisherman, and it's highly addictive. I knew a sage who tried it once, and one time was all it took to get its hook in."

Ending turn. Resetting hand

Seoni wrote:

Hand: Blessing of Pharasma B, Explorer's Staff, Confusion, Unshakable Chill, Binder's Tome, Blessing of the Gods 2,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: At Smoking Den. Can use Confusion to let someone else at my location encounter a monster I evade.
Ask before using: Blessing of the Gods; Blessing of Pharasma (+1 die/+2 dice if spell is cast)
Can use without asking: Blessing if would recharge; Blessing for closing; Binder's Tome (reveal for +1d4 and Mental to CHA/Combat at my location)

Skills and Powers:

Skills:
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


Human Wizard | Ezren's Deck //

It is the hour of Bastet.

Ezren has heard that Vizier's Hill might be an interesting place to visit and he makes plans to go there soon. For now, though, he explores his surroundings.

Explore Catacombs 1

Poison Blade Trap:

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

Reveal Spellbook
Knowledge 7: 1d12 + 2 + 1d4 ⇒ (5) + 2 + (1) = 8 Poison Blade Trap is banished

End turn. Reset hand

Ezren wrote:

Hand: Sapphire of Intelligence, Spellbook, Codex, Acid Splash, Deathgrip, Fox, Cure,

Displayed:
Deck: 8 Discard: 0 Buried: 0
"Notes: Unless noted otherwise, use my cards as needed:
Location: Catacombs
Will give Cure to Mavaro when possible."
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d12 [X]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size 6 [X]7
Powers:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([ ] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
[ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) to it.


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

Ancient Times.

As much as Mavaro would like take his share of Cure knowledge from Ezren, he’s weakened by his previous battles and the Catacombs are too dangerous. Instead, he gathers supplies at the Alchemical Laboratory

There he meets yet another Cleric of Nethys.

Recharge Ezren’s Fox

Knowledge 9: 1d8 + 4 + 1d4 ⇒ (1) + 4 + (1) = 6

Apparently the Clerics of Nethys do not get along. And not even a fox can bridge the divide.

But Cordelia has a word with him...

Recharge Cordelia Persies to reroll both die

Knowledge 9: 1d8 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9

He reluctantly agrees to join Mavaro is quickly becoming drunk while sampling the brews on offer.

Mavaro wrote:

Hand: Blessing of the Elements, Planchette, Blessing of Maat, Flawless Monocle, Blessing of Asmodeus, Cleric of Nethys 2,

On Top: Akhentepi’s Armor
Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Blessings Available!
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

0/1 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.



Human Wizard | Ezren's Deck //

Recharge Fox noted


deck handler

Hour: Khepri
Move: Precinct (need to be alone, also there's sooo many INT locations)
Explore: BotA

Reiko dashed towards an opening that led her close to the Precinct of Left Eyes. She'd start there. She stops at an Osirian charm similar to the ones that her trader would display.

Divine 3: 1d4 ⇒ 4

It was good, and she picked it up. Her Majordomo relayed to her some intelligence and she decided to follow through.

explore: Skeletal Jackal

She encountered a Skeletal Jackal. She decided to bust through, though not happily, since none of her usual Poison tricks would work.

Combat 11: 1d10 + 5 + 1d8 ⇒ (4) + 5 + (8) = 17

It took some effort, but down it went. She explored some more, to see if the charm had any clues on it.

explore (BotA): Enchanter

An enchanter! She decided to fight, but she wasn't able to deflect the sorcery coming at her.

(using Kusarigama, since discarding Galvanic Chakram, then discarding BotQ to the damage :-/ )

Combat 8: 1d10 + 5 + 1d6 ⇒ (2) + 5 + (4) = 11

She able to fend off the enchanter, but not without sustaining some injuries in the process.

Reiko wrote:

Hand: Sacred Candle, Kusarigama, Sage, Crown of Charisma, Blessing of the Quartermaster A,

Displayed:
Deck: 8 Discard: 4 Buried: 1
Notes: Reroll not used. Standing order to Candle any on-AD blessing. BotQ available.

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)


Female Human Sorcerer/Tattooed Mystic Deck Handler

Blessing 4: Maat o'clock
Reiko buries Sacred Candle to draw Blessing of Maat

Blessing of Maat:
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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.

Blessing 3: Khepri o'clock

Exploring Smoking Den 3: Dhabba

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

WIS 6: 1d6 ⇒ 5
Dhabba is banished
There were many exotic substances being used in the smoking den. "Is that man voluntarily injecting himself with dhabba venom?" Seoni always tried to maintain objectivity, but she could not hide the disgust in her voice.

Discarding Blessing of Pharasma to explore Smoking Den 4: Miau Pakhet

Miau Pakhet:
Ally P
Traits:
Catfolk
Bard
Gambling To Acquire:
CharismaDiplomacy 13 After a character at your location rolls the dice on his check, recharge this card to allow him to reroll any die, or discard this card to allow him to reroll all the dice; he takes the new result.
Discard this card to examine the top card of your location deck, then put it on the top or bottom of the deck. Then you may explore your location.

Displaying Binder's Tome
Diplomacy 13: 1d12 + 3 + 1d4 ⇒ (10) + 3 + (1) = 14
Miau Pakhet is acquired
A catfolk caught Seoni's eye and sidled up to her. "What, don't like taking risks?" Seoni was on her guard- this smuggler was observant- but she seemed more amused than suspicious. The sorcerer smiled. "On the contrary. I happen to enjoy opportunities." The catfolk introduced herself as Miau Pakhet, and all it took was a few coins for her to take a risk for Seoni's benefit.

Discarding Blessing of the Gods to explore Smoking Den 5: Blessing of Abadar

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

Discarding Explorer's Staff
Disable 6: 3d4 ⇒ (3, 4, 1) = 8
Blessing of Abadar is acquired
While Miau stood watch, Seoni investigated for secrets. Noticing a scratched insignia of Abadar, Seoni used her staff to pry open a secret door.

Discarding Blessing of Abadar to explore Smoking Den 6: Quicksand Bunyip

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

Discarding Unshakable Chill, revealing Binder's Tome
Combat 12: 1d12 + 4 + 1d6 + 1d4 ⇒ (4) + 4 + (3) + (3) = 14
Revealing Binder's Tome
Arcane 8: 1d12 + 4 + 1d4 ⇒ (6) + 4 + (3) = 13
Unshakable Chill is recharged. Quicksand Bunyip is banished
Seoni peered outside. There was a suspicious pit of quicksand. The sorcerer used frost magic to solidify the ground, and preventing whatever monster lay within from being a threat.

Ending turn. Resetting hand

Seoni wrote:

Hand: Miau Pakhet, Blessing of the Gods 3, Confusion, Gem of Mental Acuity, Binder's Tome, Blessing of Pharasma 1,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: At Smoking Den. Can use Confusion to let someone else at my location encounter a monster I evade.
Ask before using: Blessing of the Gods; Blessing of Pharasma (+1 die/+2 dice if spell is cast); Miau Pakhet (recharge to reroll 1 die at my location)
Can use without asking: Blessing if would recharge; Blessing for closing; Binder's Tome (reveal for +1d4 and Mental to CHA/Combat at my location); Miau Pakhet (discard to reroll all dice at my location)

Skills and Powers:

Skills:
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


Human Wizard | Ezren's Deck //

It is the hour of the Ancients.

Ezren recalls hearing wondrous tales about Vizier's Hill from his friend Mavaro and he heads that way.

Explore Vizier's Hill 2

Djinni Quarterstaff :

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

Reveal Spellbook
Arcane 8: 1d12 + 3 + 1d4 ⇒ (11) + 3 + (1) = 15
Djinni Quarterstaff acquired

Ezren power: Explore Vizier's Hill 3

Shasalqu :

Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.

BYA Wis 6: 1d6 ⇒ 5
recharge cards: 1d4 ⇒ 3 Codex, Sapphire of Intelligence, Djinni Quarterstaff aq

Discard Acid Splash
Combat 9: 1d12 + 3 + 1d6 ⇒ (12) + 3 + (2) = 17
Recharge Acid Splash, revealing spellbook, Arcane 6: 1d12 + 3 + 1d4 ⇒ (12) + 3 + (4) = 19 Acid Splash is recharged

AYA: Discard Spellbook to 1 Cold dmg

End turn. Reset hand.

Ezren wrote:

Hand: Fire Snake, Unwrapped Harmony, Remove Curse, Sphere of Fire, Deathgrip, Blessing of the Elements, Cure,

Displayed:
Deck: 8 Discard: 1 Buried: 0
"Notes: Unless noted otherwise, use my cards as needed:
Location: Vizier's Hill
Blessing of the Elements:
Remove Curse:
Will give Cure to Mavaro when possible."
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d12 [X]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size 6 [X]7
Powers:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([ ] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
[ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) to it.


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

Ra Day

Noting that Ezren has both grabbed the staff and defeated the Shasalqu, Mavaro returns to Vizier's Hill to join him.

Free Explore

Upon arrival he discovers an Alchemical Gas leak.

Recharge Blessing of the Elements

Intelligence 7: 1d8 + 2 + 1d8 ⇒ (5) + 2 + (8) = 15

Mavaro quickly finds the off switch.


Discard Cleric of Nethys to Examine top 2, arrange and explore
Card 5: Dry Quicksand
Card 6: Detect Undead
Leave them then Explore Dry Quicksand

The Cleric of Nethys points out some quicksand and some interesting runes on the other side.

Recharge Blessing of Asmodeus to Top Deck The Missing Eye

Wisdom 9: 1d8 + 3 ⇒ (8) + 3 = 11

Mavaro borrows the lessons learn from eons of the Missing Eye's adventuring experience and picks a perfect path across.

To uncover the secrets of Detect Undead, Mavaro whispers spell into his discarded Planchette.

Acquire Detect Undead

Recharge Planchette Perception 6: 1d8 + 5 ⇒ (6) + 5 = 11

Mavaro tests his newfound power.

Discard Detect Undead to Examine

Mavaro does not find undead but he discovers the hide out of a very alive Silver Chain Smuggler.

Recharge Detect Undead Divine 7: 1d8 + 3 ⇒ (2) + 3 = 5

The power fades but Mavaro thinks he knows its ways.


Realizing that I should have drawn an ally back when I did this to acquire the Cleric of Nethys:"Knowledge 9: 1d8 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9" I have drawn an Ubashki

Mavaro wrote:

Hand: The Missing Eye, Compass, Blessing of Maat, Flawless Monocle, Ooze Falchion +1, Ubashki ,

On Top: Blessing of Elements
Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Blessings Available!
@Vizier's Hill
On Ezren's Turn I will accept the Cure spell from him, then Compass to Seoni's location, and let him face the Henchman alone.
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Strength d8 +3
Dexterity d8 +3
Constitution d8 +3
Intelligence d8 +3
Wisdom d8 +3
Charisma d8 +3
0/1 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

Banished Vizier's Hill 4 and 5, acquired 6. Examined 7 (Henchman)
Caught up on a missed acquisition
On Ezren's Turn I will accept the Cure spell from him, then Compass to Seoni's location, and let him face the Henchman alone.


During This Adventure: •The scourge die is 1d6.
•If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
•When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor.

During This Scenario: •Cohort: Cordelia Perseis
•At the start of the first turn of the scenario, each character summons and encounters the henchman Silver Chain Smugglers.
•When you defeat the henchman Dark Slayer, Ekram Iffek, or Raid Leader, you may attempt to close the location it came from.
•To win the scenario, close all locations.
Additional Rules: Turn Order:
1 - Seoni/EmpTyger
2 - Ezren/AbrahamZ
3 - Mavaro/NathanDavis
4 - Reiko/zeroth_hour
Turn: 8, Reiko/zeroth_hour

Scourge Table:

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

Random Cards:

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

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

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

Spoiler:
Shock Elemental
Monster B
Traits:
Elemental
Outsider
Electricity
Basic
To Defeat:
Combat 9 The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

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

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

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

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

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

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

Weapons
Spoiler:
Khopesh
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Spoiler:
Blowgun
Weapon B
Traits:
Blowgun
Dart
Ranged
Piercing
Poison
Basic To Acquire:
Dexterity
Ranged
Knowledge 5 For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Spoiler:
Fighting Crook
Weapon C
Traits:
Club
Melee
Bludgeoning
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons, you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait.
After you act, reveal an armor or you are dealt 1 combat damage.

Spoiler:
Torch
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

Spoiler:
Shock Glaive +1
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 the check, you may discard this card to reroll the dice; take the new result.

Spells
Spoiler:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Fireblade
Spell B
Traits:
Magic
Divine
Attack
Fire
Basic To Acquire:
Wisdom
Divine 6 For your combat check, discard this card to use your Divine skill + 2d4.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

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

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

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

Spoiler:
Bone Lamellar
Armor 1
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 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:
Alchemist's Shield
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.

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

Items
Spoiler:
Hand of the Guilty Man
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; succeed at a Wisdom or Divine 8 check to recharge this card instead.

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

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

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

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

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

Spoiler:
Camel
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7 Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

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

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

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

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 2 /
Blessing of Ra
Blessing C
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 4 /
Sovereign Court Favor
Favor 2
Traits: While this card is on top of the blessings discard pile, you may add 1d12 to your check to acquire. If you acquire a boon, you may draw a boon of the same type from the box.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 6 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 8 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 9 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Spoiler:
Blessings Deck Card 10 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 11 /
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 12 /
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 13 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 14 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 15 /
Blessing of Bastet
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 16 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 17 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 18 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 19 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 20 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 21 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 22 /
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

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

Catacombs Card 3:
Hyena
Monster B
Traits:
Trigger
Animal
Basic
To Defeat:
Combat 9 When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

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

Catacombs Card 5:
Crystal Stalker
Monster 1
Traits:
Trigger
Elemental
Outsider
Elite
To Defeat:
Combat 9 When you examine this card, you may discard a card that has the Bludgeoning trait to banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.

Catacombs Card 6:
Bonecrusher Chieftain
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.

Catacombs Card 7:
Fire Lance
Weapon B
Traits:
Firearm
Ranged
Piercing
2-Handed
Alchemical
Elite To Acquire:
Dexterity
Ranged
Craft 5 For your combat check, bury this card to roll 2d12; you may instead banish this card to roll 4d8.

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

Catacombs Card 9:
Dark Slayer
Henchman 2
Type: Monster
Traits:
Caligni
Rogue
Poison
To Defeat:
Wisdom
Charisma
Diplomacy 8
OR Combat 11 Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location.
If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.

Location #2: Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M: 0 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Reiko/zeroth_hour, None

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

Precinct of Left Eyes Card 2:
Spelldagger
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1.
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check.

Precinct of Left Eyes Card 3:
Curse of Teeth and Fleas
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10 When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

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

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

Precinct of Left Eyes Card 6:
Raid Leader
Henchman 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 9
THEN Combat 11 Before you act, succeed at a Stealth, Perception, or Diplomacy 7 check or the difficulty of checks to defeat is increased by 4.
If undefeated, shuffle a card from your hand or discard pile into your location deck.

Precinct of Left Eyes Card 7:
Canteen
Item B
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 6 Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

Location #3: Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Seoni/EmpTyger, None

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

Smoking Den Card 2:
Acute Senses
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

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

Smoking Den Card 4:
Staff of Focus
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee
Arcane
Divine 6 For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

Location #4: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

Alchemical Laboratory Card 2:
Flames of the Faithful
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

Alchemical Laboratory Card 3:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Alchemical Laboratory Card 4:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8 When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Alchemical Laboratory Card 5:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Alchemical Laboratory Card 6:
Ring of the Godless
Item B
Traits:
Accessory
Magic To Acquire:
Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.

Alchemical Laboratory Card 7:
Ekram Iffek
Henchman 2
Type: Monster
Traits:
Human
Cultist
Ranger
To Defeat:
Combat 14
OR Charisma
Diplomacy 11 Before you act, you may draw a random non-Basic item from the box; if you do, evade Ekram Iffek and shuffle him into the next location.
If you succeed at a combat check to defeat Ekram Iffek, gain the loot Natron Fang.

Alchemical Laboratory Card 8:
Magnifying Glass
Item B
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4 Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Alchemical Laboratory Card 9:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Location #5: Vizier's Hill
At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.

When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Mavaro/NathanDavis, Ezren/AbrahamZ, None

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

Vizier's Hill Card 2:
Memories of Violence
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.

Vizier's Hill Card 3:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Vizier's Hill Card 4:
Khopesh
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Location #6: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 2 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: None

Mumia Lab Card 1:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Mumia Lab Card 2:
Wing of Horus
Item B
Traits:
Trigger
Object
Magic
Horus To Acquire:
Dexterity
Knowledge
Divine 6 When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.

Mumia Lab Card 3:
Disable Mechanism
Spell 2
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Mumia Lab Card 4:
Mystic Silk Coat
Armor 2
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.

Mumia Lab Card 5:
Geniekin
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran
To Defeat:
Combat 8 When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
The difficulty of checks against the Geniekin is increased by twice the scenario's adventure deck number.

Mumia Lab Card 6:
Flash Freeze
Item C
Traits:
Liquid
Cold
Alchemical
Basic To Acquire:
Intelligence
Craft 5 Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Mumia Lab Card 7:
Tarworks Master
Ally B
Traits:
Dwarf To Acquire:
Craft
Charisma
Diplomacy 10 Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.

Mumia Lab Card 8:
Silver Chain Smuggler
Henchman 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 12 Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

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

Mumia Lab Card 10:
Glacial Khopesh +1
Weapon 1
Traits:
Sword
Melee
Slashing
Cold
Magic
Elite To Acquire:
Strength
Melee 9 For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die you roll.
Recharge this card to ignore a non-villain bane's power that happens after you act.


deck handler

Hour: Thoth
Continuing at the PoLE.

Reiko encountered Sebti the Crocodile. Reiko decided Sebti was too dangerous to roam around, so she used the Crown to... convince Sebti to join.

She immediately questioned her about the area. Sebti reported the location of a Spelldagger, which Reiko immediately picked up. (Ranged 4 = autoacquire).

Reiko wrote:

Hand: Blessing of Maat*, Kusarigama, Sage, Spelldagger, Blessing of the Quartermaster A,

Displayed:
Deck: 9 Discard: 5 Buried: 2
Notes: Reroll not used. BotQ available.

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)


Female Human Sorcerer/Tattooed Mystic Deck Handler

Blessing 1: Horus o'clock
Exploring Smoking Den 1: Silver Chain Smuggler

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

Revealing Binder's Tome
Diplomacy 5: 1d12 + 3 + 1d4 ⇒ (3) + 3 + (1) = 7
Discarding Confusion as a Force Attack Magic spell, revealing Binder's Tome
Combat 12: 1d12 + 4 + 1d6 + 1d4 ⇒ (7) + 4 + (2) + (2) = 15
Silver Chain Smuggler is banished
A smuggler lieutenant looked at Seoni suspiciously through the haze. "I don't think I've seen you in here before." He reached for a dagger.
Seoni smiled disarmingly. "You must be confused. I was one of Benny's new recruits. You know, along with Marsia and Calther the Loner. After the Sanderson job. When Snaky went red instead of orange?"
The smuggler looked perplexed, and just as perplexed when Seoni waved her hand and shot him full of magic missiles.

Closing Smoking Den: Summoning Random Ally 1: Idorii

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

Revealing Binder's Tome
Diplomacy 9: 1d12 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6
Recharging Miau Pakhet to reroll d12
Diplomacy 9: 5 + 1d12 ⇒ 5 + (1) = 6
Mavaro discards Blessing of Maat for +3=9. Idorii is acquired. Drawing Random Ally 2: Camel
Camel:
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7 Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Smoking Den is closed
A burly enforcer yanked Seoni by the collar. "What's the meaning of this?" The fighter's grip was so tight that Seoni couldn't talk her way out of this one. The catfolk tried to intervene. "Idorii, there's a perfectly good explanation for all this. See, Seoni here is a polymorphed dragonlord, and..." The fighter cut Miau off by yanking the bard's collar with her other hand. "I've had my eye on you too, Pakhet. The three of us are going straight to the boss to have a little chat." Idorii dragged them to her camel, tying them to the mount. Desperate, Seoni reached a pouch and retrieved a gold medallion with the embelm of Maat and tossed it to the fighter. Idorii caught it, and she gave the gold an appreciative appraisal. "Or... maybe we should first have a chat out here, and get our stories straight," proposed the sorcerer. Idorii nodded. "Yeah, seems like that might be the most profitable thing for everyone.

Ending turn

Seoni wrote:

Hand: Idorii, Blessing of the Gods 3, Camel, Gem of Mental Acuity, Binder's Tome, Blessing of Pharasma 1,

Displayed:
Deck: 9 Discard: 6 Buried: 0
Notes: At Smoking Den
Ask before using: Blessing of the Gods; Blessing of Pharasma (+1 die/+2 dice if spell is cast)
Can use without asking: Blessing if would recharge; Blessing for closing; Binder's Tome (reveal for +1d4 and Mental to CHA/Combat at my location); Idorii (recharge for +1d4 to Combat at my location)

Skills and Powers:

Skills:
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


Human Wizard | Ezren's Deck //

It is the hour of Ra.

Ezren gives his Cure scroll to Mavaro, hoping that it will be more useful to him.

I believe it was Mavaro's intention to then Compass away from Vizier's Hill.

Ezren draws his cloak about him and moves forward to confront the silver-haired smuggler of chains. "Don't you think your life would be simpler if you just started paying the chain tax?!? It's not really that high, you know..."

BYA Diplomacy 5: 1d8 + 1 ⇒ (4) + 1 = 5 The smuggler stops to consider this just long enough for Ezren to do his thing.

Silver Chain Smuggler:

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

Display Sphere of Fire
Recharge Blessing of the Elements
Combat 12: 2d12 + 3 + 1d6 ⇒ (5, 6) + 3 + (5) = 19

As the smuggler is dying in a blast of fire, he manages to get Ezren with a poison dart.
Discard Fire Snake to 1 poison dmg from close condition
Recharge Reiko's BotQ A
Int 6: 1d12 + 1 + 1d12 ⇒ (6) + 1 + (5) = 12
Vizier's Hill is closed

Ezren wrote:

Hand: Force Missile 1, Unwrapped Harmony, Remove Curse, Apprentice, Deathgrip, Lightning Touch, Fox,

Displayed: Sphere of Fire,
Deck: 5 Discard: 2 Buried: 0
"Notes: Unless noted otherwise, use my cards as needed:
Location: Vizier's Hill (closed)
Remove Curse:
Fox: Recharge this card to add 1d4 to any Intelligence or Wisdom check."
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d12 [X]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size 6 [X]7
Powers:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([ ] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
[ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) to it.


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

On Ezren's Turn: Recharge Compass to Move to Precinct of Left Eyes and examine Curse of Teeth and Fleas. It Banishes!

Having had his own troublesome experiences at the Precinct of Left Eyes, Mavaro moves to aid Reiko. He notices the signs of a troublesome curse and is able to warn Reiko away from it.

PharasmaDay.

Mavaro takes Ezren's healing power and bestows it upon Reiko.

Reveal and Discard Cure 2

Reiko Shuffles in Cards: 1d4 + 1 ⇒ (3) + 1 = 4

Reiko Shuffles in 4 Cards! Recharge Missing Eye, to put Missing Eye on top.

Recharge Cure 2 Divine 8: 1d8 + 3 ⇒ (6) + 3 = 9

Mavaro then sends the Ubashki to assist Reiko. Give Card: Ubashki

Ubashki :
Traits
Undead
Mummy

Powers
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 powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.

Free Explore

As Reiko, gets familiarized with her new pet, Mavaro spies a Baited Jewel Box and quickly excuses himself.

Recharge Ooze Falchion +1 to top deck Blessing of Abadar. Recharge Seoni's Blessing of Pharasma

Disable 6+2: 1d8 + 3 + 1d8 ⇒ (8) + 3 + (6) = 17

Mavaro's able to break open the chest and finds a Hand of the Guilty Man inside. Typical Precinct Business.

Mavaro wrote:

Hand: Blessing of Abadar, Cure 2, Ooze Falchion +1, Flawless Monocle, Hand of the Guilty Man , The Missing Eye,

On Top: Detect Desires
Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Blessings Available!
Hand of Guilty Man can Banish Curses at location.
@Precinct of the Left Eyes
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Wisdom d8 +3
Divine d8 +3
Intelligence d8 +3
Arcane d8 +3

0/1 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


Cured Reiko 4 and gave Reiko Ubashki
Recharged Seoni's Blessing of Pharasma
Banished Precinct of the Left Eyes 3 and 4
Gained Hand of the Guilty Man (Item 2)


deck handler

Hour: Sovereign Court Favor
Blessing of the Ancients*, Galvanic Chakram +1, Blessing of the Quartermaster C, Sebti the Crocodile* shuffled in.

Continuing at the Precinct, there should be things left to do. There was a Djinni Quarterstaff lying around:

Strength 6: 1d6 + 1d12 ⇒ (1) + (3) = 4

The Quarterstaff was just an illusion. Continuing (discard Ubashki)

Reiko had finally found the Raid Leader. Attempting to sneak around:

Stealth 7: 1d10 + 5 ⇒ (4) + 5 = 9

And hit her where it hurts:

Combat 9: 1d10 + 5 + 1d6 ⇒ (1) + 5 + (5) = 11
Combat 11: 1d10 + 5 + 1d6 ⇒ (2) + 5 + (3) = 10

Rerolling Combat:

reroll d10: 1d10 ⇒ 9

Raid Leader goes down, even though it was close.

Asking the Sage to figure out what to do next. (explore, cause Raid Leader doesn't allow close). The Sage said the answer was found in the canteen.

Intelligence 6: 1d6 + 1d12 ⇒ (2) + (5) = 7

In the Canteen was a message: "I'm not here, silly." That was unhelpful.

But there was also a Potion of Healing next to the canteen, and that was useful. (Sovereign Court)

Using Blessing of Abadar from Mavaro and Blessing of the Gods from Seoni to close.

Charisma 6: 2d8 ⇒ (4, 5) = 9
Intelligence 6: 2d6 ⇒ (3, 2) = 5

Discard the Blessing of Maat to make it and close. (Sadly, no items in discard)

Reiko wrote:

Hand: Blessing of the Quartermaster B, Kusarigama, Potion of Healing, Spelldagger, Staff of Minor Healing,

Displayed: Canteen,
Deck: 11 Discard: 4 Buried: 2
Notes: Reroll used. Canteen displayed and Potion of Healing is ready to use

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)


Female Human Sorcerer/Tattooed Mystic Deck Handler

Blessing 5: Elements o'clock
Moving to Catacombs
Exploring Catacombs 1: Malfunctioning Deathtrap

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

Ezren recharges Fox
INT 5: 1d8 + 1d4 ⇒ (3) + (2) = 5
Malfunctioning Deathtrap is banished
Seoni went deeper into the catacombs. An electrical fence ran across the entrance, but after Ezren cast Fox's Cunning, the sorcerer realized that the trap wasn't actually armed.

Discarding Camel to explore Catacombs 2: Kukri

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

STR 4: 1d4 ⇒ 4
Kukri is acquired. Drawing Random Weapon 1: Khopesh
Khopesh:
Weapon C
Traits:
Sword
Melee
Slashing
Basic To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Before entering, Seoni looked through the camel's bags for anything useful, and found a sword and knife, taking the latter. "Do you even know how to use that?" scoffed Idorii. The sorcerer tossed the sword hiltfirst toward the fighter, who caught it. "Fair enough," she conceded.

Discarding Idorii to explore Catacombs 3: Hyena

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

Revealing Khopesh, revealing Binder's Tome
Combat 9: 1d4 + 1d8 + 1d4 + 2d4 ⇒ (3) + (5) + (4) + (4, 1) = 17
Hyena is banished
Idorii went in first. With a spinning swipe of the khopesh, she took out the guard dog before it could raise an alert. "But let's make clear just who the fighter is here."

Ending turn. Resetting hand
(At the start of Ezren's turn)
Recharging Surgeon to cure Confusion

"So long as we're clear who the healer is," remarked the surgeon.

Seoni wrote:

Hand: Surgeon, Kukri, Khopesh, Gem of Mental Acuity, Binder's Tome, Apprentice,

Displayed:
Deck: 10 8 Discard: 10 9 Buried: 0
Notes: At Catacombs
Ask before using:
Can use without asking: Binder's Tome (reveal for +1d4 and Mental to CHA/Combat at my location)

Skills and Powers:

Skills:
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


deck handler

Mavaro asked for some healing, so Reiko douses him with some Healing Potion, saving a tiny bit for the Canteen.

Use PoHealing on Mavaro, put it on the Canteen.


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

Shuffle in Cards: 1d4 ⇒ 2
Blessing of Maat, Blessing of Abadar

Mavaro wrote:

Hand: Cure 2, Ooze Falchion +1, Flawless Monocle, Hand of the Guilty Man , The Missing Eye,

On Top: Blessing of Maat
Displayed:
Deck: 12 Discard: 3 Buried: 0
Notes: Hand of Guilty Man can Banish Curses at location.
@Precinct of the Left Eyes
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Wisdom d8 +3
Divine d8 +3
Intelligence d8 +3
Arcane d8 +3

0/1 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.



Human Wizard | Ezren's Deck //

Retcon: I needed to roll to recharge Sphere of Fire last turn...
Recharge Sphere of Fire? Arcane 9: 1d12 + 3 ⇒ (11) + 3 = 14 Recharged

On Seoni's turn: recharge of Fox noted.

It is the hour of Abadar.

Ezren heads to the Mumia Lab.

Explore Mumia 1 A horrible undead monstrosity looms up and lunges at the poor wizard.

Coffer Corpse:

Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Discard Lightning Touch
Combat 8: 1d12 + 3 + 2d4 ⇒ (6) + 3 + (2, 4) = 15
Recharge Lightning Touch? Arcane 6: 1d12 + 3 ⇒ (10) + 3 = 13

Discard Force Missile 1
Recharge Apprentice
Combat 10: 1d12 + 3 + 2d4 + 1d6 ⇒ (1) + 3 + (4, 4) + (5) = 17
Recharge Force Missile 1? Arcane 6: 1d12 + 3 ⇒ (4) + 3 = 7

Ezren has to blast the thing twice before it finally stays down, but at last it appears to be... dead(er).

Discard Unwrapped Harmony to examine top three cards of location, reorder, and explore

Wing of Horus:

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

Disable Mechanism:

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

Mystic Silk Coat:

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

Place Spell 2 Disable Mechanism on the top of the location, then Wing of Horus, then Mystic Silk Coat, then explore
Recharge Reiko's BotQ B
Arcane 10: 2d12 + 3 ⇒ (11, 10) + 3 = 24 Acquired

Ezren power: explore Wing of Horus
Knowledge 6: 1d12 + 2 ⇒ (9) + 2 = 11 Acquired

Ezren spies a nice set of armor up ahead but decides to leave it there for one of his comrades.

End turn, reset hand.

Ezren wrote:

Hand: Disable Mechanism aq, Wing of Horus aq, Remove Curse, Codex, Deathgrip, Sapphire of Intelligence, Djinni Quarterstaff aq,

Displayed:
Deck: 7 Discard: 3 Buried: 0
"Notes: Unless noted otherwise, use my cards as needed:
Location: Mumia Labs
Remove Curse:
Disable Mechanism: Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait. "
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d12 [X]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size 6 [X]7
Powers:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([ ] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
[ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) to it.

Turn Summary:
* Mumia Labs cards 1-3 are gone.
* Top card of Mumia Labs is card 4: Mystic Silk Coat (Armor 2 - Con/Fort 8 to acquire)
* Reiko's BotQ B is recharged


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

Horus Time

Before Mavaro takes his leave, he gifts Reiko with the Hand of the Guilty Man Give Card.

Hand of the Guilty Man :
Traits
Accessory
Magic
Mummy

Powers
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

With Grazzle departed, Mavaro takes it upon himself to soothe his companions ills and joins Seoni at the Catacombs.

Free Explore

On the way in, he spots a fetching Tussah Silk Coat

Fortitude 4: 1d8 + 3 ⇒ (7) + 3 = 10

It fits well enough.

He approaches Seoni who is recovering from a Hyena fight. Mavaro surrounds Seoni with Ezren's healing magic.

Seoni Shuffles in Cards: 1d4 + 1 ⇒ (4) + 1 = 5

Recharge Divine 8: 1d8 + 3 ⇒ (1) + 3 = 4

Mavaro wrote:

Hand: Tussah Silk Coat , Blessing of Maat, Ooze Falchion +1, Flawless Monocle, Detect Desires, The Missing Eye,

On Top: Blessing of the Elements
Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Maat Available
Detect Desires: At Location Charisma or Diplomacy non-combat check, discard this card to add 1d6 (or 1d6 + 2 if I give myself Diplomacy Skill)
@Catacombs
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Strength d8 +3
Dexterity d8 +3
Constitution d8 +3
Intelligence d8 +3
Wisdom d8 +3
Charisma d8 +3
0/1 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.

Gave Reiko Hand of the Guilty Man
Cured Seoni 5 cards
Acquired Catacombs 4


deck handler

Hour: Elements
Move: Catacombs (can't close, so will autoevade the henchman if any. Only 1 explore, so filtering the Armor isn't as important as filtering something not the henchman)

Reiko decided to join the cold recesses of the Catacombs with Mavaro and Seoni. She also decides to pop the Staff of Minor Healing on Mavaro, who could probably use it.

She sees a Crystal Stalker and decides to dispatch it.

Combat 9: 1d10 + 1d6 + 5 ⇒ (10) + (4) + 5 = 19

That was somewhat easy.

Reiko wrote:

Hand: Blessing of Wadjet, Kusarigama, Hand of the Guilty Man*, Spelldagger, Shinobi Shozoku,

Displayed: Canteen (Potion of Healing),
Deck: 11 Discard: 4 Buried: 2
Notes: Reroll used. Wadjet only adds to an acquire check.

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

Staff of Minor Healing: Shuffle in Spyglass

Mavaro wrote:

Hand: Tussah Silk Coat , Blessing of Maat, Ooze Falchion +1, Flawless Monocle, Detect Desires, The Missing Eye,

On Top: Cordelia Perseis
Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Maat Available
Detect Desires: At Location Charisma or Diplomacy non-combat check, discard this card to add 1d6 (or 1d6 + 2 if I give myself Diplomacy Skill)
@Catacombs
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2

0/1 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.



Female Human Sorcerer/Tattooed Mystic Deck Handler

Blessing 9: Horus o’clock
Giving Kukri to Mavaro

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

Moving to Mumia Lab
It was getting a little crowded in the tight passage. Seoni slipped a knife to Mavaro and set off a side passage to join Ezren in the lab.

Exploring Mumia Lab 4: Mystic Silk Coat

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

CON 8: 1d6 + 4 ⇒ (4) + 4 = 8
Mystic Silk Coat is acquired. Drawing Random Armor 1: Crocodile Skin Madu
Crocodile Skin Madu:
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 3
OR Melee 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.

Seoni was drawn immediately to the silk that the wizard had found. Her tattoos seemed to glow through the shimmery fabric. The sorcerer picked up a crocodile skin bracelet to complete the ensemble.

Discarding Apprentice to explore Mumia Lab 5: Geniekin

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

Discarding Khopesh as an Attack Force Magic spell, revealing Binder’s Tome
Combat 8+4=12: 1d12 + 4 + 1d6 + 1d4 ⇒ (4) + 4 + (4) + (3) = 15
Geniekin is banished
Her apprentice hissed a warning. “Guard incoming!” Seoni flung a magic missile at the geniekin before it could summon reinforcements.

Ending turn. Resetting hand

Seoni wrote:

Hand: Mystic Silk Coat, Crocodile Skin Madu, Blessing of the Gods 2, Gem of Mental Acuity, Binder's Tome, Blessing of Pharasma 1,

Displayed:
Deck: 13 Discard: 5 Buried: 0
Notes: At Mumia Lab
Ask before using: Blessing of the Gods; Blessing of Pharasma (+1 die/+2 dice with spell)
Can use without asking: Blessing if would recharge; Blessing for Boon 2; Blessing for villain/henchman; Blessing for closing; Binder's Tome (reveal for +1d4 and Mental to CHA/Combat at my location)

Skills and Powers:

Skills:
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


Human Wizard | Ezren's Deck //

It is the hour of the Ancients Blessing 10

Con 4: 1d6 ⇒ 4 Though the fumes in here are strong, Ezren manages to withstand them. For now.

Ezren continues his investigation of the Mumia Labs. Explore Mumia 6

Flash Freeze:

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

Int 5: 1d12 + 1 ⇒ (4) + 1 = 5 Acquired

Adventure Power: draw a random item from the box (I think the first two: Hand of the Guilty Man and Potion of Healing have already been drawn, yes?)

Ghost Battling Ring:

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

Ezren finds a useful flask and a magical ring. Unfortunately, he lacks any way to keep exploring and he's afraid he's got more than he can carry right now.

Discard Djinni Quarterstaff to shuffle Mumia Labs
Recharge Djinni Quarterstaff? Arcane 10: 1d12 + 3 ⇒ (4) + 3 = 7

End turn. Reset hand (discard Wing of Horus)

Ezren wrote:

Hand: Disable Mechanism aq, Ghost Battling Ring aq, Remove Curse, Codex, Deathgrip, Sapphire of Intelligence, Flash Freeze aq,

Displayed:
Deck: 7 Discard: 5 Buried: 0
"Notes: Unless noted otherwise, use my cards as needed:
Location: Mumia Labs
Remove Curse:
Flash Freeze: will give to Reiko for Canteen if possible
Disable Mechanism: Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait. "
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d12 [X]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size 6 [X]7
Powers:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([ ] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
[ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) to it.

Turn Summary:
* Mumia Labs is shuffled, consisting of cards 7-10.
* Ezren has Flash Freeze and will give it to Reiko for the Canteen if possible


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

Hour is Nethys

Spoiling for a fight, Mavaro works magic to Discard Detect Desire of any nearby creature.Examine, then Encounter Bonecrusher Chieftain, I could stop this from happening but where's the fun?

Recharge Tussah Silk Coat to put Blessing of the Elements on top. Recharge The Missing Eye and Discard Kukri (and one die from Cold)

Combat 12+3+2=17: 1d8 + 3 + 1d8 + 1 + 1d6 + 2 + 1d4 + 1d8 ⇒ (6) + 3 + (7) + 1 + (4) + 2 + (3) + (1) = 27

Clearly the Chieftan is looking for Mavaro after what he did to the Hyenamaster. Mavaro leans into it. Stepping into the corridor, "You're twice as ugly as the last one of the "Twig Crushers" I killed!" The Captain froths into a rage and charges Mavaro, but the Missing Eye is ready...and hungry. Mavaro flings the Kukri at the gnoll, tripping him up so he's just unbalanced enough for the Missing Eye to land a deadly soul sucking blow. The essence of the Catacombs manifests within it capturing any will to live the creature might've once had.

Recharge Flawless Monocle to put The Missing Eye on top

Recharge Detect Desires Divine 8: 1d8 + 3 ⇒ (7) + 3 = 10

Free Explore

Mercifully unused, Mavaro discover a Fire Lance among the gnoll's gear.

Recharge Ooze Falchion +1 to put the Flawless Monocle on top

Craft 5: 1d8 + 3 ⇒ (7) + 3 = 10

Mavaro wrote:

Hand: Fire Lance, Blessing of Maat, Flawless Monocle, Cure, Blessing of Abadar, Game of Afterlife,

On Top: Planchette
Displayed:
Deck: 12 Discard: 4 Buried: 0
Notes: Maat and Abadar Available. Game of Afterlife for Curses
At Location: Cure
@Catacombs
Skills and Powers:
SKILLS
Strength d6 [ ]+1 [ ]+2
Dexterity d6 [ ] +1 [ ]+2
Constitution d8 [ ] +1 [ ] +2 [ ]+3
Intelligence d8 [X] +1 [X] +2 [ ] +3
Knowledge: Intelligence +1
Wisdom d8 [ ] +1 [ ] +2 [ ] +3
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Wisdom d8 +3
Perception d8 +5

0/1 Die Bumps
Favored Card Type: Weapon
Hand Size 6 [ ]7
Proficient with: Light Armors [ ] Heavy Armors Weapons
Powers:
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([ ] You may also add any of that card's traits to your checks.)
You may discard ([X] or recharge) a card to search your deck for a card and set it aside; shuffle your deck, then put that card on top.


Banished Catacombs 6. Acquired Catacombs 7


During This Adventure: •The scourge die is 1d6.
•If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
•When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor.

During This Scenario: •Cohort: Cordelia Perseis
•At the start of the first turn of the scenario, each character summons and encounters the henchman Silver Chain Smugglers.
•When you defeat the henchman Dark Slayer, Ekram Iffek, or Raid Leader, you may attempt to close the location it came from.
•To win the scenario, close all locations.
Additional Rules: Turn Order:
1 - Seoni/EmpTyger
2 - Ezren/AbrahamZ
3 - Mavaro/NathanDavis
4 - Reiko/zeroth_hour
Turn: 20, Reiko/zeroth_hour

Scourge Table:

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

Random Cards:

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

Spoiler:
Brain Ooze
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12 The Brain Ooze is immune to the Mental and Poison traits.
All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
If undefeated, discard a spell.

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

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

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

Spoiler:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

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

Spoiler:
Final Nights
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7 When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of Daybane, then banish this card.

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

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

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

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

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

Spoiler:
Sistrum of Bastet
Weapon P
Traits:
Axe
Book
Ranged
Bludgeoning
Magic
Arcane To Acquire:
CharismaMelee 13 For your combat check, discard this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Charisma or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.

Spells
Spoiler:
Good Omen
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

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

Spoiler:
Viper Strike
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Basic To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

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

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

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

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

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

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

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

Items
Spoiler:
Fire Ward Gel
Item B
Traits:
Liquid
Fire
Alchemical
Basic To Acquire:
Intelligence
Craft 5 Banish this card to reduce Fire damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a bane that has the Fire trait.

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

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

Spoiler:
Mumia
Item 2
Traits:
Liquid
Alchemical
Mummy To Acquire:
Intelligence
Craft 8 Banish this card to banish a displayed card that has the Curse trait.
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.

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

Allies
Spoiler:
Dhabba
Ally C
Traits:
Animal
Poison
Basic To Acquire:
Wisdom
Survival 6 Recharge this card to add 1d4 and the Poison trait to your combat check.
Discard this card to explore your location.

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

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

Spoiler:
Apprentice
Ally 2
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

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

Spoiler:
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 10

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 3 /
Blessing of Bastet
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 5 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 6 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 7 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 8 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 9 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 10 /
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

Catacombs Card 2:
Dark Slayer
Henchman 2
Type: Monster
Traits:
Caligni
Rogue
Poison
To Defeat:
Wisdom
Charisma
Diplomacy 8
OR Combat 11 Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location.
If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.

Location #2: Precinct of Left Eyes
Closed
At This Location: At the start of your turn, you may draw an item from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Smoking Den
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

Alchemical Laboratory Card 2:
Flames of the Faithful
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

Alchemical Laboratory Card 3:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Alchemical Laboratory Card 4:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8 When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Alchemical Laboratory Card 5:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Alchemical Laboratory Card 6:
Ring of the Godless
Item B
Traits:
Accessory
Magic To Acquire:
Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.

Alchemical Laboratory Card 7:
Ekram Iffek
Henchman 2
Type: Monster
Traits:
Human
Cultist
Ranger
To Defeat:
Combat 14
OR Charisma
Diplomacy 11 Before you act, you may draw a random non-Basic item from the box; if you do, evade Ekram Iffek and shuffle him into the next location.
If you succeed at a combat check to defeat Ekram Iffek, gain the loot Natron Fang.

Alchemical Laboratory Card 8:
Magnifying Glass
Item B
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4 Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Alchemical Laboratory Card 9:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Location #5: Vizier's Hill
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M: 0 Ba: 1 W: 1 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 1
Located/Displayed Here: Ezren/AbrahamZ, Seoni/EmpTyger, None

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

Mumia Lab Card 2:
Trapped Locker
Barrier C
Traits:
Cache
Lock
Trap
Basic
To Defeat:
Dexterity
Disable 9
OR Strength
Melee 11 If defeated, add 1 random armor from the box to your hand.
If undefeated, discard the top 1d4-1 cards from your deck; you may banish this barrier.

Mumia Lab Card 3:
Tarworks Master
Ally B
Traits:
Dwarf To Acquire:
Craft
Charisma
Diplomacy 10 Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.

Mumia Lab Card 4:
Silver Chain Smuggler
Henchman 2
Type: Monster
Traits:
Human
Rogue
To Defeat:
Combat 12 Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.


deck handler

Hour: Elements
Move: Mumia Lab to prevent more Cursing

Reiko decides to join her comrades at the Mumia Lab.

She finds a Glacial Khopesh +1.

Strength 9: 1d6 + 1d4 ⇒ (2) + (3) = 5

Way too heavy.

With Wadjet's blessing she continues on. She finds a Trapped Locker. She asks for Ezren's help in Disabling the Mechanism.

Dexterity 9: 1d10 + 2d8 + 2 ⇒ (6) + (6, 4) + 2 = 18

She finds a Crocodile Skin Shield in the Locker.

Crocodile Skin Shield:

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

Reiko wrote:

Hand: Compass, Kusarigama, Hand of the Guilty Man*, Crocodile Skin Shield*, Shinobi Shozoku,

Displayed: Canteen (Potion of Healing),
Deck: 10 Discard: 6 Buried: 2
Notes: Reroll used.

Skills and Powers:
SKILLS

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

Hand Size 5 [ ] 6
Light Armors Weapons
Powers:
If you are the only character at your location, you may reveal a card that has the Poison trait or recharge a card to add 1d6 ([ ] or your Charisma skill) and the Poison trait to your combat check ([X] or your Acrobatics or Stealth check).
You may evade your encounter. ([ ] Then you may either examine the top card of your location deck or move.)


Female Human Sorcerer/Tattooed Mystic Deck Handler

Blessing 1: Ancients o'clock
Mumia Lab
CON 4: 1d6 ⇒ 2
Displaying Curse of Withering. Ezren recharges Remove Curse. Curse of Withering is banished
All the activity stirred up a cloud of mumia dust. Seoni started to gag on the noxious substance, but Ezren quickly relieved her. "We've got to shut this place down."

Exploring Mumia Lab 3: Tarworks Master

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

Revealing Binder's Tome
Diplomacy 10: 1d12 + 3 + 1d4 ⇒ (2) + 3 + (2) = 7
Tarworks Master is banished
Seoni approached a dwarf who was grinding up mummy bits. "Perhaps you'd like a safer line of work?" The dwarf rolled his eyes. "Nice try, narc."

Discarding Blessing of the Gods to explore Mumia Lab 4: Silver Chain Smuggler

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

Ezren and Reiko must summon Silver Chain Smugglers
Revealing Binder's Tome

Diplomacy 5: 1d12 + 3 + 1d4 ⇒ (12) + 3 + (1) = 16
Discarding Crocodile Skin Madu as an Attack Force Magic spell, revealing Binder's Tome
Combat 12: 1d12 + 4 + 1d6 + 1d4 ⇒ (12) + 4 + (2) + (3) = 21
Silver Chain Smuggler is banished
The mumiasmith sounded the alarm. Seoni shot a magic missile at the drug smuggler, but it was too late. "Ezren and Reiko, hold the door!"

Closing Mumia Lab: Summoning Crawling Hands

Crawling Hands:
Henchman Monster 2

Traits
Undead
Swarm
Check
Combat
13
Powers
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.


Discarding Mystic Silk Coat as an Attack Force Magic spell, discarding Blessing of Pharasma
Combat 13 (17): 3d12 + 4 + 1d6 ⇒ (7, 3, 5) + 4 + (5) = 24
Crawling Hands are banished. Mumia Lab is closed. Drawing Random Alchemical Item 1: Fire Ward Gel
Fire Ward Gel:
Item B
Traits:
Liquid
Fire
Alchemical
Basic To Acquire:
Intelligence
Craft 5 Banish this card to reduce Fire damage dealt to a character at your location to 0.
Banish this card to add 1d8 to a check by a character at your location against a bane that has the Fire trait.

As the dwarf died, a horde of mummified hands started going crawling towards them. With Pharasman insight, Seoni sent magic missile after magic missile to unerringly strike each one until the lab was quiet. "That ought to put a dent in their mumia operations," she said, surveying the damage. The sorcerer pocketed a vial of orange gel that was still intact.

Ending turn. Resetting hand
(At the start of Ezren's turn)
Recharging Surgeon to cure Apprentice

The surgeon examined Seoni's throat, confirming that she would suffer no further effects from her exposure to the mumia dust.

Seoni wrote:

Hand: Fire Ward Gel, Surgeon, Confusion, Gem of Mental Acuity, Binder's Tome, Blessing of Abadar,

Displayed:
Deck: 12 10 Discard: 8 9 Buried: 0
Notes: At Mumia Lab
Ask before using: Blessing of Abadar (+1 die/+2 dice to defeat barrier)
Can use without asking: Blessing if would recharge; Blessing for Boon 2; Blessing for villain/henchman; Blessing for closing; Binder's Tome (reveal for +1d4 and Mental to CHA/Combat at my location); Fire Ward Gel (banish to prevent fire damage at my location/+1d8 vs Fire bane at my location)

Skills and Powers:

Skills:
Strength d4 [] +1 [] +2
Dexterity d6 [] +1 [] +2
Constitution d6 [] +1 [] +2
Intelligence d8 [] +1 [] +2 [] +3
-- Knowledge: Intelligence +2
Wisdom d6 [] +1 [] +2
Charisma d12 [X] +1 [X] +2 [] +3 [] +4
-- Arcane: Charisma +2
-- Diplomacy: Charisma +1

Powers:
Favored Card: Spell
Hand Size 6 [] 7
For your combat check, you may discard a card to use your Arcane skill +1d6 ([] +1) ([] +2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.


During This Adventure: •The scourge die is 1d6.
•If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
•When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor.

During This Scenario: •Cohort: Cordelia Perseis
•At the start of the first turn of the scenario, each character summons and encounters the henchman Silver Chain Smugglers.
•When you defeat the henchman Dark Slayer, Ekram Iffek, or Raid Leader, you may attempt to close the location it came from.
•To win the scenario, close all locations.
Additional Rules: Turn Order:
1 - Seoni/EmpTyger
2 - Ezren/AbrahamZ
3 - Mavaro/NathanDavis
4 - Reiko/zeroth_hour
Turn: 22, Ezren/AbrahamZ

Scourge Table:

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

Random Cards:

Monsters
Spoiler:
Dark Stalker
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 your check to defeat did not exceed the difficulty by at least 3, each character at this 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:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9 When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.

Spoiler:
Blasphemous Priest
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

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

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

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

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

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

Spoiler:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.

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

Weapons
Spoiler:
Torch
Weapon B
Traits:
Club
Melee
Bludgeoning
Fire
Basic To Acquire:
Strength
Intelligence
Wisdom 4 For your combat check, reveal this card to roll your Strength or Melee skill +1; you may additionally discard this card to add another 2d4.
Bury this card to explore your location.

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

Spoiler:
Galvanic Chakram +1
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

Spoiler:
Galvanic Chakram +1
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.

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

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

Spoiler:
Toxic Cloud
Spell 2
Traits:
Magic
Arcane
Attack
Poison To Acquire:
Intelligence
Arcane 8 Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spoiler:
Corrosion
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, or to any check against a monster that has the Construct or Undead trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

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

Spoiler:
Deathgrip
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.

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

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

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

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

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

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

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

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

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

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

Allies
Spoiler:
Embalmer
Ally B
Traits:
Human
Hireling
Basic To Acquire:
Charisma
Diplomacy
Craft 5 Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

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

Spoiler:
Camel
Ally C
Traits:
Animal
Mount
Basic To Acquire:
Wisdom
Survival 7 Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Spoiler:
Aunty
Ally C
Traits:
Human
Cleric To Acquire:
Divine
Charisma
Diplomacy 8 Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.

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

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

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

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

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 8

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Bastet
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 2 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 3 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 4 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spoiler:
Blessings Deck Card 5 /
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
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:
Blessings Deck Card 6 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spoiler:
Blessings Deck Card 7 /
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spoiler:
Blessings Deck Card 8 /
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

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

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

Catacombs Card 2:
Dark Slayer
Henchman 2
Type: Monster
Traits:
Caligni
Rogue
Poison
To Defeat:
Wisdom
Charisma
Diplomacy 8
OR Combat 11 Before you act, succeed at an Intelligence or Perception 6 check or the Dark Slayer deals 1 Poison damage to each character at your location.
If defeated, display this card next to the scenario. Any character may banish this card to add 1d12 to any Craft check.

Location #2: Precinct of Left Eyes
Closed
At This Location: At the start of your turn, you may draw an item from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #3: Smoking Den
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #4: Alchemical Laboratory
At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: None

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

Alchemical Laboratory Card 2:
Flames of the Faithful
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.

Alchemical Laboratory Card 3:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Alchemical Laboratory Card 4:
Void Glyph
Barrier 1
Traits:
Trigger
Trap
Cold
Arcane
Veteran
To Defeat:
Intelligence
Arcane
Knowledge 6
OR Wisdom 8 When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Alchemical Laboratory Card 5:
Remove Curse
Spell B
Traits:
Magic
Arcane
Divine
Basic To Acquire:
Intelligence
Arcane 8
OR Wisdom
Divine 6 Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Alchemical Laboratory Card 6:
Ring of the Godless
Item B
Traits:
Accessory
Magic To Acquire:
Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.

Alchemical Laboratory Card 7:
Ekram Iffek
Henchman 2
Type: Monster
Traits:
Human
Cultist
Ranger
To Defeat:
Combat 14
OR Charisma
Diplomacy 11 Before you act, you may draw a random non-Basic item from the box; if you do, evade Ekram Iffek and shuffle him into the next location.
If you succeed at a combat check to defeat Ekram Iffek, gain the loot Natron Fang.

Alchemical Laboratory Card 8:
Magnifying Glass
Item B
Traits:
Tool
Basic To Acquire:
Intelligence
Perception 4 Reveal this card to add 1d4 to your Disable or Perception check against a barrier or boon.
Recharge this card to examine the top card of your deck; then, you may shuffle your deck.

Alchemical Laboratory Card 9:
Toxic Geyser
Barrier B
Traits:
Trap
Acid
Fire
Poison
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 5 The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.
Location #5: Vizier's Hill
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Location #6: Mumia Lab
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Reiko/zeroth_hour, Ezren/AbrahamZ, Seoni/EmpTyger, None


Human Wizard | Ezren's Deck //

During Reiko's turn
Recharge Disable Mechanism? Arcane 12: 1d12 + 3 ⇒ (3) + 3 = 6

During Seoni's turn
Recharge Remove Curse
Ezren summons Silver Chain Smuggler

Silver Chain Smuggler:

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

Seoni reveals Binder's Tome
BYA Diplomacy 5: 1d8 + 1 + 1d4 ⇒ (5) + 1 + (3) = 9
Discard Deathgrip
Seoni reveals Binder's Tome
Combat 12: 1d12 + 3 + 2d8 + 1d4 ⇒ (7) + 3 + (4, 7) + (2) = 23
Recharge Deathgrip? Arcane 10: 1d12 + 3 ⇒ (8) + 3 = 11

It is the hour of the Elements.

Ezren gives the Flash Freeze that he found to Reiko, thinking that it might be handy in her Canteen.

Then he moves to the Catacombs to join his friend Mavaro and explores, quickly finding a nice healing scroll.

Explore Catacombs 1

Cure:

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

Recharge Sapphire of Intelligence
Discard Codex
Wisdom 6: 2d12 ⇒ (5, 3) = 8 Cure acquired (Spell B)
Recharge Codex? Knowledge 10: 1d12 + 2 ⇒ (4) + 2 = 6
Ezren power: give Cure aq to Mavaro

Ezren gives the scroll to Mavaro, knowing that he is a better healer, and then pauses.

End turn. Reset hand.

At the start of Mavaro's turn: Feeling a bit run down, Ezren asks his friend Mavaro to bestow some healing power on him.

Cure: 1d4 + 1 ⇒ (1) + 1 = 2 Disable Mechanism aq and Fire Snake are cured

Ezren wrote:

Hand: Acid Splash, Ghost Battling Ring aq, Blessing of the Elements, Sphere of Fire, Fox, Lightning Touch, Apprentice,

Displayed:
Deck: 6 Discard: 5 Buried: 0
"Notes: Unless noted otherwise, use my cards as needed:
Location: Catacombs
Blessing of the Elements:
Fox: Recharge this card to add 1d4 to any Intelligence or Wisdom check."
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1 [ ]+2
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d12 [X]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Knowledge: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Diplomacy: Charisma +1

Favored Card: Spell
Hand Size 6 [X]7
Powers:
After you play a spell that has the Arcane trait, you may examine the top card of your deck; if it is a spell, you may recharge it ([ ] or put it in your hand).
When you acquire a card that has the Magic trait during your exploration, you may immediately explore again, or you may give it to another character at your location.
[ ] When another character at your location attempts a combat check that has the Arcane trait, add 2 ([ ]3) to it.

Turn Summary:
* Gave Flash Freeze to Reiko
* Acquired Catacombs 1 and gave it (Cure) to Mavaro
* Used 1 of Mavaro's Cure spells (he needs to make a check to recharge it)
* Ezren is still fairly down (only 6 cards left and hand size is 7, so a hand wipe is deadly) and won't say no to another Cure from Mavaro, but is also ok with waiting to see how things go.
* Only remaining card at Catacombs is either a henchman or villain.

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