[ACG] [CaG] [SoFF] Season of Factions' Favor Adventure 4+ (Inactive)

Game Master Hawkmoon269

POTENTIALLY SUMMONED CARDS:

Natron Zombie:
Natron Zombie
Henchman Monster B

Traits
Undead
Mummy
Veteran

Check
Combat
12

Powers
The Natron Zombie is immune to the Mental and Poison traits.
The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.

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.

Forgotten Pharaoh Cultists:
Forgotten Pharaoh Cultists
Henchman Monster B

Traits
Veteran
Human
Cultist

Check
Combat
10
OR
Charisma
Diplomacy
7

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
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.



NEW 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.

Trader

Sunburst Market


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ADVENTURE 4-4: RELIC IN THE WASTES
Thanks to you, the world seems a safer place, with Muhlia al-Jakri captured and bound for Absalom to answer for her crimes. However, each night is less restful than the last. You have ongoing nightmares from your time controlled by the vampire Stavros Nightcrescent, and you have become increasingly concerned about a dangerous artifact mentioned in the notes you recovered from al-Jakri. Known as the Atramentous Eye, the orb is said to feed off the life energy of those nearby, granting its wielder enhanced magical power. Hoping to keep others from tracking the orb magically, al-Jakri stowed it deep in the Spellscar Desert, a desolate wilderness in the magically scoured Mana Wastes across the sea. With al-Jakri defeated, it’s only a matter of time before one of her old allies— either Nightcrescent or the fiend Koth’Vaul—decides to take the orb for himself

Few are willing to brave the Mana Wastes, where the ancient archmages Geb and Nex once battled so ferociously that they left the land devastated. Arcane storms ravage the landscape, and even magic is known to function unpredictably, sometimes manifesting with greater power and other times escaping its user’s control entirely. For all this, the Pathfinder Society has one friend who’s not only willing to travel to the Mana Wastes; he’s eager for the opportunity. The geniekin Ashasar awaits you in the metropolis of Quantium far to the southwest, ready to guide you into the forbidding wasteland.

Millennia ago, the phenomenally powerful archmage Nex founded the kingdom that still bears his name. In its capital Quantium, magical innovation is the most popular industry. As you disembark after a pleasant voyage south along the Garundi coast, you marvel at the sights. Conjurers run errands with bound genies in tow. Transmuters coax lumps of metal into intricate works of art. Impossibly delicate architecture towers above the plazas. Multi-tiered fountains dance with playful water elementals. And over the roofs of one district, you can see the hulking form of an immense golem patrolling the city’s perimeter.

“You would not wish to pick a fight with that one,” comments a geniekin as he approaches, his eyes roiling with energy like thunderclouds. He floats atop a small cushion of mist and descends to stand near you, patting a tiny air elemental that alights nearby. “Welcome to Quantium, Pathfinders. I am Ashasar, Liaison to the Seat of Balance and corrector of elemental irregularities. I understand that you seek a vile artifact within the Spellscar Desert, and I wish to see that realm with my own eyes to determine if my allies and I might quell its curse. When shall we depart?”

COMPLETE THESE SCENARIOS IN ANY ORDER:
4-4A: Wasteland Diplomacy
4-3B: It’s Looking Like Rain
4-3C: Riddles of Ruin
4-3D: A Killer Conundrum
4-3E: The Spellscar Showdown

DURING THIS ADVENTURE


  • The scourge die is 1d8.
  • When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
  • If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.


Please introduce your character and include your powers and deck list. Thanks.

The Concordance

Deck handler link

A slim Samsaran wanders into the room.
Peers around looking for the other Pathfinders.
{Ahh, I wonder if everyone else will turn up before Speedy (the turtle) turns up.}

Rahali wrote:

Hand: Toad, Blessing of the Spellbound 2, Spellbook, Binder's Tome, Life Drain, ,

Displayed: , , , , , ,
Deck: 12 Discard: 0 Buried: 0
Notes:
Kit:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 +1 [ ] +2 +3 [ ] +4
- Disable: Dexterity +2
Constitution d6 [ ] +1
- Fortitute (<Cohort): Constitution + 2
Intelligence d8 +1 [ ] +2 +3 [ ] +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell or Blessing
Hand Size: 5 [ ] 6
Proficient With:

POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. (~X if you succed at the check, you may draw a card.)
On your check to defeat (~X or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (~plus the item's highest adventure deck number) to your check.


Full deck list etc in discussion thread


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

Zarlova walks into the room. Her heavy Varisian accent is apparent. "Ah, wonderful. Terrific to be back from my 4 year vacation and back on the missions once again. And lovely to see ground rather than a boat all the time." Zarlova was a Season 0 character and only played during that time. XD

Others were putting their info in discussion so I did too.


Female gnome Arcanist | Tier 4.5

A halfling woman draped in blue robes enters the room. "Hello colleagues. Nice to see all of you. I have been desert-delving for months now, so if you have any questions on how to dress, or what equipment to bring, I'm your gal."

Enora has played adventures 1-4 of Factions Favor, so this is actually a replay for her.

Liberty's Edge

Aha! Great to see we have been assigned experienced Pathfinders for this mission. I look forward to seeing what strange places we can explore together

I wonder if Speedy will turn up before we leave???


deck handler Searching for:

A beautiful woman approaches. She is clearly blind but this doesn't seem to slow her down any.

"My dreams brought me here. I do not fully understand them but will go where they take me."

Alahazra wrote:

Hand: Character Name: Alahazra

Displayed: Alahazra
Deck: 17 Discard: 0 Buried: 0 Hand Size: 5
Notes: <Hand Size>
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 5
Proficient with: None
Powers:
<Power 1> For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits to the check. This counts as playing a spell. ([x] If the discarded card is a spell, you may recharge it instead.)
<Power 2> When you examine 1 or more cards from a character or location deck, you may examine an additional card.
<Power 3> During your exploration, when you succeed at a check that invokes the Fire ([x] or Attack) trait, you may move after you resolve the encounter.
<Power 4>
<Power 5>

I'll draw my hand after we figure out turn order and starting locations. While Alahazra always has a basic attack spell by discarding the top card of her deck, She has very few strong attack spells. That plus being only tier 3 means I would like to start in a location with few monsters or barriers. If such a location exists in Mummy's Mask.


Female gnome Arcanist | Tier 4.5

Enora's starting hand. She drew Create Mindscape, which she'll instantly display at the location she starts at (already listed in displayed). :)

Enora wrote:

Hand: Scorching Ray, Blessing of the Elements, Wand of Flying, Twisted Space, Blessing of the Master of Masters, Shy Ratani,

Displayed: Create Mindscape,
Deck: 13 Discard: 0 Buried: 0
Die Bumps: 4/4
Reroll: Not Used
Notes:

Skills and Powers:
SKILLS

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

Hand Size 6 [X] 7
Light Armors Weapons
Powers:
On your check to acquire or recharge a boon that has the Magic trait, you may discard ([X] or recharge) a card that has the Magic trait to add 1d8. ([ ] On your check to acquire any boon, you may do this with a card that has the Book trait.)
After you play a spell ([ ] or acquire a spell or an item that has the Magic trait), you may recharge another random spell ([ ] or a spell of your choice) from your discard pile.
For your combat check, you may discard a spell ([ ] or a boon that has the Magic trait) ([ ] or reveal a card that has the Book trait) to use your Charisma skill + 1d6 ([X] 2d6) and add that card’s adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[X] When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
[ ] You may recharge a card that has the Book to trait to examine the top 3 cards of your location deck.


4-4A: WASTELAND DIPLOMACY

Traveling with the geniekin Ashasar is pleasant. The flora and fauna of the Garundi continent endlessly fascinate him. You learn that he has spent much of his life on the elemental planes, which he describes with awe while admitting that this world’s blend of air, earth, fire, and water is astounding. Yet for all his playful conversation, you can tell that he harbors an utterly serious devotion to understanding and quelling any natural phenomena that would grow too destructive or wild.

The trade road you’re on passes through the border fortress of Cloudreaver Keep, where you stop for a bit. The path then veers to the west toward the city-state of Alkenstar, famed for its deadly firearms and steam-powered marvels. However, your destination lies to the southeast over the trackless wastes of the Spellscar Desert. The keep’s guards warn you that the unforgiving terrain is the least of your worries. Primal weather phenomena have been especially brutal over the past few weeks, with shrieking ghost-winds savaging anyone caught in the open, and caustic rain showers whose droplets turn into tiny spiders that skitter for cover. Magic is already unpredictable enough in the Mana Wastes, and these powerful storms only make it even more dangerous.

What’s more, dozens of the wasteland tribes who eke out a living in the Spellscar Desert govern by a policy of “might makes right.” The guards warn that most of these tribes will prey on anyone they think can’t put up a fight, but others might be willing to offer safe passage in exchange for a chance to trade. That doesn’t seem so bad, at least until they mention these tribes are mostly bloodthirsty gnolls, mutant humans, skittish ratfolk, opportunistic goblins, and even six-armed giants known as calikangs. Looking over the keep’s visitor log, you note that of the few convoys that left for the southeast, almost none of them have returned.

Ashasar grins at you with determination, as though he’s welcoming the challenge. As you set out together, you wish you shared his confidence.

DURING THIS SCENARIO
When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:


  • 1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
  • 3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
  • 5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.

To win, close all but 2 locations.

VILLAIN:
NONE

HENCHMEN:

Thmei:
Thmei
Henchman Monster 4

Traits
Human
Cultist
Oracle
Trigger

Check
Combat
24

Powers
When you examine this card, you are dealt 1d4 Poison damage. If this damage is not reduced to 0, draw the scourge Curse of the Sphinx. Then shuffle Thmei into a random open location.
If defeated, acquire the loot Armband of the Golden Serpent, then you may immediately attempt to close the location this henchman came from.

Calikang:
Calikang
Henchman Monster 4

Traits
Giant

Check
Combat
19

Powers
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.

Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.

Ratfolk Plaguebringer:
Ratfolk Plaguebringer
Henchman Monster 4

Traits
Ratfolk
Poison
Veteran

Check
Combat
10

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.

All damage dealt by the Plaguebringer is Poison.

Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge

After you act, you are dealt 1d4-1 damage.

Calikang:
Calikang
Henchman Monster 4

Traits
Giant

Check
Combat
19

Powers
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.

Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.

Ratfolk Plaguebringer:
Ratfolk Plaguebringer
Henchman Monster 4

Traits
Ratfolk
Poison
Veteran

Check
Combat
10

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.

All damage dealt by the Plaguebringer is Poison.

Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge

After you act, you are dealt 1d4-1 damage.

Random Monsters:
These will be random.


During This Adventure: The scourge die is 1d8.
When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
To win, close all but 2 locations.

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

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 1 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 1
Located/Displayed Here: None

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: None

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

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

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None

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

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

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


Ok. Let me know which traders to draw for and any replacement cards you are using. You can also choose your location now if you know.

The update above has 1 card each in the "?" spot but after this all the monsters will be counted as "?" since you won't know which locations have a henchman and which ones just got a random monster.


Female gnome Arcanist | Tier 4.5

Enora will visit Falsin Deek, and will grab Elemental Skin as loot. She'll start at the Shifting Dunes.

The Concordance

Deck handler link

Rahali strolls through the Sunburst Markets,
"Nope, Nope, Maybe.... Aha that is what I need, would you take a Wand of Detect Magic for this scappy piece of paper?
Rahali visits Sunburst Markets. Trades a Wand of Detect Magic for a Remove Curse spell.
A large turtle ambles up to the witch, chewing slowly, without a care in the world....
"Ah, there you are Speedy, lets head over to the Howling Sands"
Rahali starts at the Howling Sands, displays Snapping Turtle"

Rahali wrote:

Hand: Toad, Blessing of the Spellbound 2, Spellbook, Binder's Tome, Life Drain, ,

Displayed: Snapping Turtle, , , , , ,
Deck: 12 Discard: 0 Buried: 0
Notes: Blessing of Spellbound - Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
Available for other Players use in key situations, however prefer to use it on setups for closing e.g. over kill monsters; OR if you recharge it on an Arcane or Divine check

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 +1 [ ] +2 +3 [ ] +4
- Disable: Dexterity +2
Constitution d6 [ ] +1
- Fortitute (<Cohort): Constitution + 2
Intelligence d8 +1 [ ] +2 +3 [ ] +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell or Blessing
Hand Size: 5 [ ] 6
Proficient With:

POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the item's highest adventure deck number) to your check.
Cohort Power
While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4 or to 0 if you have a role card.


deck handler Searching for:

Alahazra will hang out at the Hot Springs in hopes of a nice relaxing bath.

Alahazra wrote:

Hand: Find Traps, Ruby of Charisma, Blessing of Abadar, Clockwork Servant, Life Drain,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Find Traps can add 2 dice vs a barrier, Blessing of Abadar is availible.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 5
Proficient with: None
Powers:
<Power 1> For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits to the check. This counts as playing a spell. ([x] If the discarded card is a spell, you may recharge it instead.)
<Power 2> When you examine 1 or more cards from a character or location deck, you may examine an additional card.
<Power 3> During your exploration, when you succeed at a check that invokes the Fire ([x] or Attack) trait, you may move after you resolve the encounter.
<Power 4>
<Power 5>

Alahazra is holding both Find Traps (Add 2 dice to any check to defeat a barrier) and Blessing of Abadar (Add 2 dice to any check to defeat a barrier) Use em if you need em. Spell first please.


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

Zarlova will start at the Volcanic Vents. (She has no poison spells at all so it's not a terrible place for her)

Zarlova wrote:

Hand: Cure, Major Cure, Fireblade, Pearl of Wisdom, Augury, Spyglass, Blessing of Pharasma 1,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Not liking the starting hand. The Fireblade scares me a bit.


Please also let me know turn order. If you can't decide on a particular one, you can always roll 1d1000 each to generate a random one.


deck handler Searching for:

We decided based on post order. But Alahazra and Zarlova are on so how about
Zarlova
Alahazra
Rahali
Enora


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

I am active at times 4:00 PM - 5:30 PM and 6:00 AM - 8:00 AM on EDT time. I do not care turn order at all so anything is fine. I am about to head to work however, so if we start in the next few hours I probably should not be first.


deck handler Searching for:

I'll be up for about 2 more hours.

The Concordance

Deck handler link

I am available for a couple of hours


1 person marked this as a favorite.

K. How about Alahazra first then?

Alahazra
Rahali
Enora
Zarlova


1 person marked this as a favorite.
deck handler Searching for:

Works for me.


During This Adventure: The scourge die is 1d8.
When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
To win, close all but 2 locations.

Turn: 1, Alahazra/Bigguyinblack

Scourge Table:

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -1
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait_
Discard when you shuffle cards from your discard pile into your deck_ Shuffle in an additional 1d4_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile_
Spoiler:
Blessings Deck Card 0
Blessing of Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check_
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile_
Spoiler:
Blessings Deck Card 0
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 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 Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 4
Blessing of Khepri
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Divine 4
When you attempt a check, after you roll the dice, discard this card to change all 1's rolled to 6's_
Display this card at the end of your turn_ While displayed, when you would die, banish this card to shuffle 1d4+1 random cards from your discard pile into your deck_ At the end of the scenario, banish this card_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Healing trait, reset your hand_
Spoiler:
Blessings Deck Card 5
Concordance’s Favor
Favor 4
Traits:
When this card is discarded from the blessings deck, draw an ally or blessing that has the Acid, Cold, Electricity, Elemental, or Fire trait from the box.~While this card is on top of the blessings discard pile, on your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait, after the roll, you may add or subtract a die.
Spoiler:
Blessings Deck Card 6
Blessing of Ra
Blessing C
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of Anubis
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check_
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 9
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 11
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 12
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 13
Blessing of 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 14
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
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 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 Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check_
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile_
Spoiler:
Blessings Deck Card 18
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 19
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 20
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 21
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 22
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 23
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait_
Discard when you shuffle cards from your discard pile into your deck_ Shuffle in an additional 1d4_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile_
Spoiler:
Blessings Deck Card 24
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_
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 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_

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 0 Ba: 1 W: 0 Sp: 0 Ar: 2 I: 1 Al: 2 Bl: 2 ?: 2
Located/Displayed Here: Alahazra/Bigguyinblack, None

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

Hot Springs Card 2:
Magic Carpet
Item 2
Traits:
Object
Magic To Acquire:
Intelligence
Craft
Charisma
Survival 9
Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location_
Recharge this card to move all characters at this location to another location_ This power cannot be used during an encounter_

Hot Springs Card 3:
Hungry Fog
Barrier 3
Traits:
Obstacle
Magic
Acid To Acquire:
Wisdom
Perception 10
The Hungry Fog is immune to the Acid and Electricity traits_
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog_
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck_

Hot Springs 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_

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

Hot Springs Card 6:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
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_

Hot Springs Card 7:
Calikang
Henchman 4
Type: Monster
Traits:
Giant To Acquire:
Combat 19
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.~Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.~If undefeated and the check to defeat had the Acid, Cold, Fire,

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

Hot Springs Card 9:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Hot Springs Card 10:
Minnothet
Ally 2
Traits:
Human
Shopkeeper To Acquire:
Fortitude
Charisma
Diplomacy 8
Recharge this card to recharge a random armor or item from your discard pile_
Discard this card to explore your location_ Add 2 dice to checks to acquire armor during this exploration_

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 3
Located/Displayed Here: None

Oasis Card 1:
Elemental Arachnid
Monster 4
Traits:
Construct To Acquire:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits_ You may play any number of armors in this encounter_
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage_
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage_

Oasis Card 2:
Elemental Skin
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0_ While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0_ At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead_

Oasis Card 3:
Miau Pakhet
Ally P
Traits:
Catfolk
Bard
Gambling To Acquire:
Charisma
Diplomacy 13
Recharge this card to allow a character at your location to reroll a die on their check, or discard it to allow him to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location, then put it on the top or bottom of the deck_ Then you may explore your location_

Oasis Card 4:
Bonecrusher Wizard
Monster B
Traits:
Trigger
Bonecrusher
Wizard
Elite To Acquire:
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_

Oasis Card 5:
Blast Glyph
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane To Acquire:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_

Oasis Card 6:
Blessing of the Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Oasis Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Oasis Card 8:
Necklace of Fireballs
Item 4
Traits:
Accessory
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12_
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it_

Oasis Card 9:
Ghoul
Monster 1
Traits:
Undead
Ghoul To Acquire:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Oasis Card 10:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: None

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

Scorched Obelisk Card 2:
Alchemical Gas
Barrier C
Traits:
Obstacle
Acid
Elite To Acquire:
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_

Scorched Obelisk Card 3:
Ptemenib
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of 2 locations_
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck_

Scorched Obelisk Card 4:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite To Acquire:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

Scorched Obelisk Card 5:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite To Acquire:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Scorched Obelisk Card 6:
Alchemist's Shield
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude
Craft 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 0 if you recharge a card that has a trait that matches the damage type_ If proficient with light armors, you may play another armor on this check_

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

Scorched Obelisk Card 8:
Flask Thrower
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_

Scorched Obelisk Card 9:
Rukh
Monster 3
Traits:
Animal
Acid To Acquire:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4_
Damage dealt by the Rukh is Acid damage_
If undefeated, move to a random location_

Scorched Obelisk Card 10:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite To Acquire:
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_

Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: None

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

Sulfur Pits Card 2:
Bonestorm
Monster 4
Traits:
Undead
Swarm To Acquire:
Combat 17
The Bonestorm immune to the Mental and Poison traits_
Half of the damage (round down) from the Bonestorm may not be reduced_
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated_

Sulfur Pits Card 3:
Rolling Sphere
Barrier 3
Traits:
Trap
Obstacle To Acquire:
NONE
Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 or Disable 9 check_ Any character that fails the check must bury her hand_ If your check succeeds, you may explore your location_
After you act, shuffle this card into a random other open location; the Rolling Sphere is defeated_

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

Sulfur Pits Card 5:
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_

Sulfur Pits Card 6:
Shasalqu
Monster 1
Traits:
Animal
Cold
Elite To Acquire:
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_

Sulfur Pits Card 7:
Mistform
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait_
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it_

Sulfur Pits Card 8:
Mummy
Monster 4
Traits:
Undead
Mummy To Acquire:
Combat 21
The Mummy is immune to the Cold, Mental, and Poison traits_
If your check to defeat the Mummy has the Fire trait, add 1d8_
If undefeated, after you act, bury your discard pile_

Sulfur Pits Card 9:
Silken Ceremonial Armor
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 11
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check_
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 to add 1d8 to your check that invokes the Poison trait_

Sulfur Pits Card 10:
Elemental Arachnid
Monster 4
Traits:
Construct To Acquire:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits_ You may play any number of armors in this encounter_
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage_
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage_

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None

Windswept Chasm Card 1:
Inevitable Trap
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic To Acquire:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it_
If undefeated, each character at your location must summon and encounter the henchman Blightwing_ Then banish this card_

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

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Windswept Chasm Card 5:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite To Acquire:
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_

Windswept Chasm Card 6:
Thmei
Henchman 4
Type: Monster
Traits:
Trigger
Human
Cultist
Oracle To Acquire:
Combat 24
When you examine this card, you are dealt 1d4 Poison damage_ If this damage is not reduced to 0, draw the scourge Curse of the Sphinx_ Then shuffle Thmei into a random open location_
If defeated, acquire the loot Armband of the Golden Serpent, then you may immediately attempt to close the location this henchman came from_

Windswept Chasm Card 7:
Insanity Mist
Barrier 3
Traits:
Trigger
Trap
Magic To Acquire:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage_
Display this card next to its location_ While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage_

Windswept Chasm Card 8:
Elemental Mastery
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait_
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it_

Windswept Chasm 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_

Windswept Chasm 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_

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

Volcanic Vents Card 1:
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_

Volcanic Vents Card 2:
Mace of Ruin
Weapon 4
Traits:
Mace
Melee
Bludgeoning
Acid
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4_
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait_

Volcanic Vents Card 3:
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran To Acquire:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

Volcanic Vents Card 4:
Catching Cape
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_

Volcanic Vents Card 5:
Symbol of Pain
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card_ While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat_ At the end of your turn, discard this card_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it_

Volcanic Vents Card 6:
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_

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

Volcanic Vents Card 8:
Guecubu
Monster 3
Traits:
Undead To Acquire:
Combat 15
The Guecubu is immune to the Mental, Electricity, and Poison traits_
After you act, draw a random scourge from the box_

Volcanic Vents Card 9:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

Volcanic Vents Card 10:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk To Acquire:
Combat 10
The difficulty to defeat is increased by twice the scenario’s adventure deck number.~All damage dealt by the Ratfolk Plaguebringer is Poison damage.~Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.~After you act, you are dealt 1d4-1 damage.

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 2 Bl: 0 ?: 3
Located/Displayed Here: Enora/cartmanbeck, None

Shifting Dunes Card 1:
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_

Shifting Dunes Card 2:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite To Acquire:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_

Shifting Dunes Card 3:
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_

Shifting Dunes Card 4:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk To Acquire:
Combat 10
The difficulty to defeat is increased by twice the scenario’s adventure deck number.~All damage dealt by the Ratfolk Plaguebringer is Poison damage.~Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.~After you act, you are dealt 1d4-1 damage.

Shifting Dunes Card 5:
Thousand Stings Whip
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic To Acquire:
Strength
Melee 11
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1_ If proficient with weapons, you may add or subtract 4 from your result_
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_

Shifting Dunes Card 6:
Commander Abdallah
Ally 3
Traits:
Human
Fighter To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card_
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile_
Discard this card to explore your location_ Add 1d8 to any combat checks during this exploration_

Shifting Dunes Card 7:
Knock
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it_

Shifting Dunes Card 8:
Coffer Corpse
Monster 1
Traits:
Undead To Acquire:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_

Shifting Dunes Card 9:
Girtablilu Ranger
Monster 4
Traits:
Trigger
Girtablilu
Poison To Acquire:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3_
Before you act, you are dealt 1d4 Poison damage_

Shifting Dunes Card 10:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

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

Howling Sands Card 1:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite To Acquire:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_

Howling Sands Card 2:
Knot of Isis
Item 3
Traits:
Trigger
Object
Magic To Acquire:
Intelligence
Arcane 11
When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card_
Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait_
Recharge this card to add the Acid trait to your check_

Howling Sands Card 3:
Geniekin
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran To Acquire:
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_

Howling Sands Card 4:
Dredge
Ally B
Traits:
Halfling
Rogue To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_

Howling Sands Card 5:
Tekenu
Monster 2
Traits:
Undead
Elite To Acquire:
Combat 13
The Tekenu is immune to the Mental and Poison traits_
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu_
After you act, roll 1d4_ On a 4, you are dealt 2 Acid damage_
If the check to defeat has the Divine trait, add 1d6_

Howling Sands Card 6:
Khamsin Coat
Armor 3
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3_
Banish this card to reduce all damage dealt to you to 0_ If proficient with light armors, bury this card instead_
If proficient with light armors, you may recharge this card when you reset your hand_

Howling Sands Card 7:
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_

Howling Sands Card 8:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Howling Sands Card 9:
Hearth Elemental
Ally 4
Traits:
Elemental
Fire To Acquire:
See Below
To acquire this card, be dealt 1d4+1 Fire damage_
Recharge this card to draw a weapon or an armor from your discard pile_
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location_

Howling Sands Card 10:
Calikang
Henchman 4
Type: Monster
Traits:
Giant To Acquire:
Combat 19
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.~Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.~If undefeated and the check to defeat had the Acid, Cold, Fire,


deck handler Searching for:

As Alahazra begins her bath...
A Stone Weasel wanders nearby.
I'm of the opinion that it is worth spending a blessing if it gives you a good chance at an extra explore card.

Alahazra attempts to befriend the weasel whilst saying a small prayer to Abadar.

Wisdom check DC 6 inc blessing of abadar: 2d6 ⇒ (2, 4) = 6

The weasel decides to hang out with her. But she does wind up her Clockwork Servant and have it explore.

It comes back and leads her to a Magic Carpet.

Charisma check DC 9: 1d12 + 1 ⇒ (4) + 1 = 5

But as she reaches for it it flies away. Maybe her new Weasel buddy can find it. She sends it off in the direction of the carpet and follows closely behind.
But she sees a Hungry Fog ahead. She quickly casts Find Traps in an attempt to dispel the barrier.

Risky. But using the ruby as well is too likely to trigger a scourge.

Wisdom: Perception DC 10 inc +2 dice from Find Traps: 3d6 + 2 ⇒ (4, 6, 1) + 2 = 13
recharge DC 8: 1d12 + 3 ⇒ (2) + 3 = 5

"Bah. The carpet is too fast. Let us return to the springs friends."

Gained stone weasel, Missed Flying Carpet, Beat Hungry Fog without getting a scourge. Discard pile is Blessing of Abadar, Clockwork Servant, Stone Weasel, and Find Traps. Refreshing hand. Blessing of Gorum in hand.

Alahazra wrote:

Hand: Blessing of Gorum, Ruby of Charisma, Crystal Ball, Cloak of Winds, Life Drain,

Displayed:
Deck: 9 Discard: 4 Buried: 0
Notes: Blessing of Gorum in hand. +2 dice to a Combat Strength check.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 5
Proficient with: None
Powers:
<Power 1> For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits to the check. This counts as playing a spell. ([x] If the discarded card is a spell, you may recharge it instead.)
<Power 2> When you examine 1 or more cards from a character or location deck, you may examine an additional card.
<Power 3> During your exploration, when you succeed at a check that invokes the Fire ([x] or Attack) trait, you may move after you resolve the encounter.
<Power 4>
<Power 5>

The Concordance

Deck handler link

As Rahali and Speedy move into the howling sands, they come across a Poison Blade Trap
"Hmmm, lets see if I can disable this...."

Disable d10+3

Disable 7: 1d10 + 3 ⇒ (9) + 3 = 12
Success!!

"Toady, see what you can find"
Discard Toad to explore

The large toad digs around in the sand and nudges an strange metal item towards Rahali.

Found Knot of Isis
Arcane 1d8+2 ; Reveal Spellbook 1d4; Power recharge Spellbook 1d4
Arcane 11: 1d8 + 22d4 ⇒ (4) + (2, 4, 3, 2, 3, 2, 1, 1, 2, 1, 3, 2, 1, 2, 3, 2, 4, 4, 1, 4, 1, 4) = 56
Oops that didn't work as I was expecting
Arcane 11: 1d8 + 2 ⇒ (8) + 2 = 102d4 ⇒ (1, 4) = 5
Success!!
"This deserves more study", adding Knot of Isis to hand

End of turn: Draws Blessing of the Spellbound

Rahali wrote:

Hand: Knot of Isis, Blessing of the Spellbound 2, Blessing of the Spellbound, Binder's Tome, Life Drain, ,

Displayed: Snapping Turtle, , , , , ,
Deck: 12 Discard: 1 Buried: 0
"Notes: Blessing of Spellbound - Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
Available for other Players use in key situations, however prefer to use it on setups for closing e.g. over kill monsters; OR if you recharge it on an Arcane or Divine check. One available for anyone, I want to keep one for my turn"

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 +1 [ ] +2 +3 [ ] +4
- Disable: Dexterity +2
Constitution d6 [ ] +1
- Fortitute (<Cohort): Constitution + 2
Intelligence d8 +1 [ ] +2 +3 [ ] +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell or Blessing
Hand Size: 5 [ ] 6
Proficient With:

POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the item's highest adventure deck number) to your check.
Cohort Power
While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4 or to 0 if you have a role card.


Female gnome Arcanist | Tier 4.5

Enora looks around the dunes, seeing no Aspis dogs or gnolls running right toward her, which is a welcome relief from other times out in the sands. She decides to cast a Fly spell on herself to look around a bit before she commits herself.
Using my Wand of Fly to examine the top cards of my location (Shifting Dunes) and the Oasis. Shifting Dunes card 1 is a Druid of the Storm, and Oasis card 1 is an Elemental Arachnid monster. I'll recharge Scorching Ray to add 1d8 to my wand recharge check.
Wand of Flying recharge, Arcane 12: 1d10 + 4 + 1d8 + 1d4 ⇒ (7) + 4 + (3) + (2) = 16

Seeing a monster that she's not prepared to deal with basking in the waters of the Oasis, Enora stays put and tries to make friends with the Storm Druid.
Diplomacy 9: 1d10 + 3 + 1d4 ⇒ (6) + 3 + (1) = 10 The Druid seems to like her, and agrees to accompany her on her journey through the sands.

The Druid takes the lead, and points out to Enora a relatively weak trap that had been laid in the path. Exploring to find a Poison Blade Trap.
Knowledge 7: 1d10 + 3 + 3 + 1d4 ⇒ (10) + 3 + 3 + (2) = 18 Auto-defeated.

With no spells in hand, Enora decides not to press her luck further, and allows others to continue on.

End turn, draw up.

Enora wrote:

Hand: Marionette, Blessing of the Elements, Jelani, Byzantine Lexicon, Twisted Space, Blessing of the Master of Masters, Shy Ratani,

Displayed: Create Mindscape,
Deck: 12 Discard: 1 Buried: 0
Die Bumps: 4/4
Reroll: Not Used
Notes: Twisted Space is available, which will let anyone evade an encounter, and allow someone at the same location to encounter it instead.

Skills and Powers:
SKILLS

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

Hand Size 6 [X] 7
Light Armors Weapons
Powers:
On your check to acquire or recharge a boon that has the Magic trait, you may discard ([X] or recharge) a card that has the Magic trait to add 1d8. ([ ] On your check to acquire any boon, you may do this with a card that has the Book trait.)
After you play a spell ([ ] or acquire a spell or an item that has the Magic trait), you may recharge another random spell ([ ] or a spell of your choice) from your discard pile.
For your combat check, you may discard a spell ([ ] or a boon that has the Magic trait) ([ ] or reveal a card that has the Book trait) to use your Charisma skill + 1d6 ([X] 2d6) and add that card’s adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[X] When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
[ ] You may recharge a card that has the Book to trait to examine the top 3 cards of your location deck.


During This Adventure: The scourge die is 1d8.
When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
To win, close all but 2 locations.

Turn: 4, Zarlova/GMAndrew

Scourge Table:

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card -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 -4
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card -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 -2
Blessing of Khepri
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Divine 4
When you attempt a check, after you roll the dice, discard this card to change all 1's rolled to 6's_
Display this card at the end of your turn_ While displayed, when you would die, banish this card to shuffle 1d4+1 random cards from your discard pile into your deck_ At the end of the scenario, banish this card_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Healing trait, reset your hand_
Spoiler:
Blessings Deck Card -1
Concordance’s Favor
Favor 4
Traits:
When this card is discarded from the blessings deck, draw an ally or blessing that has the Acid, Cold, Electricity, Elemental, or Fire trait from the box.~While this card is on top of the blessings discard pile, on your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait, after the roll, you may add or subtract a die.
Spoiler:
Blessings Deck Card 0
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 1
Blessing of Anubis
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check_
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
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 Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 5
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 6
Blessing of the 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
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 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 11
Blessing of Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check_
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile_
Spoiler:
Blessings Deck Card 12
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 13
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
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 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 Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait_
Discard when you shuffle cards from your discard pile into your deck_ Shuffle in an additional 1d4_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile_
Spoiler:
Blessings Deck Card 18
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_
Spoiler:
Blessings Deck Card 19
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 20
Blessing of 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_

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: Alahazra/Bigguyinblack, None

Hot Springs Card 1:
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_

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

Hot Springs Card 3:
Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
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_

Hot Springs Card 4:
Calikang
Henchman 4
Type: Monster
Traits:
Giant To Acquire:
Combat 19
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.~Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.~If undefeated and the check to defeat had the Acid, Cold, Fire,

Hot Springs Card 5:
Mistmail
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8
Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3_
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0_ If proficient with light armors, bury this card instead_
If proficent with light armors, you may recharge this card when you reset your hand_

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

Hot Springs Card 7:
Minnothet
Ally 2
Traits:
Human
Shopkeeper To Acquire:
Fortitude
Charisma
Diplomacy 8
Recharge this card to recharge a random armor or item from your discard pile_
Discard this card to explore your location_ Add 2 dice to checks to acquire armor during this exploration_

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 3
Located/Displayed Here: None

Oasis Card 1 (Elemental Arachnid):
Elemental Arachnid
Monster 4
Traits:
Construct To Acquire:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits_ You may play any number of armors in this encounter_
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage_
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage_

Oasis Card 2:
Elemental Skin
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0_ While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0_ At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead_

Oasis Card 3:
Miau Pakhet
Ally P
Traits:
Catfolk
Bard
Gambling To Acquire:
Charisma
Diplomacy 13
Recharge this card to allow a character at your location to reroll a die on their check, or discard it to allow him to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location, then put it on the top or bottom of the deck_ Then you may explore your location_

Oasis Card 4:
Bonecrusher Wizard
Monster B
Traits:
Trigger
Bonecrusher
Wizard
Elite To Acquire:
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_

Oasis Card 5:
Blast Glyph
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane To Acquire:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_

Oasis Card 6:
Blessing of the Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Oasis Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Oasis Card 8:
Necklace of Fireballs
Item 4
Traits:
Accessory
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12_
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it_

Oasis Card 9:
Ghoul
Monster 1
Traits:
Undead
Ghoul To Acquire:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Oasis Card 10:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: None

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

Scorched Obelisk Card 2:
Alchemical Gas
Barrier C
Traits:
Obstacle
Acid
Elite To Acquire:
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_

Scorched Obelisk Card 3:
Ptemenib
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of 2 locations_
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck_

Scorched Obelisk Card 4:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite To Acquire:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

Scorched Obelisk Card 5:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite To Acquire:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Scorched Obelisk Card 6:
Alchemist's Shield
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude
Craft 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 0 if you recharge a card that has a trait that matches the damage type_ If proficient with light armors, you may play another armor on this check_

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

Scorched Obelisk Card 8:
Flask Thrower
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_

Scorched Obelisk Card 9:
Rukh
Monster 3
Traits:
Animal
Acid To Acquire:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4_
Damage dealt by the Rukh is Acid damage_
If undefeated, move to a random location_

Scorched Obelisk Card 10:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite To Acquire:
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_
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: None

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

Sulfur Pits Card 2:
Bonestorm
Monster 4
Traits:
Undead
Swarm To Acquire:
Combat 17
The Bonestorm immune to the Mental and Poison traits_
Half of the damage (round down) from the Bonestorm may not be reduced_
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated_

Sulfur Pits Card 3:
Rolling Sphere
Barrier 3
Traits:
Trap
Obstacle To Acquire:
NONE
Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 or Disable 9 check_ Any character that fails the check must bury her hand_ If your check succeeds, you may explore your location_
After you act, shuffle this card into a random other open location; the Rolling Sphere is defeated_

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

Sulfur Pits Card 5:
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_

Sulfur Pits Card 6:
Shasalqu
Monster 1
Traits:
Animal
Cold
Elite To Acquire:
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_

Sulfur Pits Card 7:
Mistform
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait_
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it_

Sulfur Pits Card 8:
Mummy
Monster 4
Traits:
Undead
Mummy To Acquire:
Combat 21
The Mummy is immune to the Cold, Mental, and Poison traits_
If your check to defeat the Mummy has the Fire trait, add 1d8_
If undefeated, after you act, bury your discard pile_

Sulfur Pits Card 9:
Silken Ceremonial Armor
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 11
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check_
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 to add 1d8 to your check that invokes the Poison trait_

Sulfur Pits Card 10:
Elemental Arachnid
Monster 4
Traits:
Construct To Acquire:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits_ You may play any number of armors in this encounter_
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage_
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage_

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None

Windswept Chasm Card 1:
Inevitable Trap
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic To Acquire:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it_
If undefeated, each character at your location must summon and encounter the henchman Blightwing_ Then banish this card_

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

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Windswept Chasm Card 5:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite To Acquire:
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_

Windswept Chasm Card 6:
Thmei
Henchman 4
Type: Monster
Traits:
Trigger
Human
Cultist
Oracle To Acquire:
Combat 24
When you examine this card, you are dealt 1d4 Poison damage_ If this damage is not reduced to 0, draw the scourge Curse of the Sphinx_ Then shuffle Thmei into a random open location_
If defeated, acquire the loot Armband of the Golden Serpent, then you may immediately attempt to close the location this henchman came from_

Windswept Chasm Card 7:
Insanity Mist
Barrier 3
Traits:
Trigger
Trap
Magic To Acquire:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage_
Display this card next to its location_ While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage_

Windswept Chasm Card 8:
Elemental Mastery
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait_
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it_

Windswept Chasm 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_

Windswept Chasm 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_

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

Volcanic Vents Card 1:
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_

Volcanic Vents Card 2:
Mace of Ruin
Weapon 4
Traits:
Mace
Melee
Bludgeoning
Acid
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4_
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait_

Volcanic Vents Card 3:
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran To Acquire:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

Volcanic Vents Card 4:
Catching Cape
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_

Volcanic Vents Card 5:
Symbol of Pain
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card_ While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat_ At the end of your turn, discard this card_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it_

Volcanic Vents Card 6:
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_

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

Volcanic Vents Card 8:
Guecubu
Monster 3
Traits:
Undead To Acquire:
Combat 15
The Guecubu is immune to the Mental, Electricity, and Poison traits_
After you act, draw a random scourge from the box_

Volcanic Vents Card 9:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

Volcanic Vents Card 10:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk To Acquire:
Combat 10
The difficulty to defeat is increased by twice the scenario’s adventure deck number.~All damage dealt by the Ratfolk Plaguebringer is Poison damage.~Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.~After you act, you are dealt 1d4-1 damage.

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Enora/cartmanbeck, Create Mindscape

Shifting Dunes 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_

Shifting Dunes Card 2:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk To Acquire:
Combat 10
The difficulty to defeat is increased by twice the scenario’s adventure deck number.~All damage dealt by the Ratfolk Plaguebringer is Poison damage.~Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.~After you act, you are dealt 1d4-1 damage.

Shifting Dunes Card 3:
Thousand Stings Whip
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic To Acquire:
Strength
Melee 11
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1_ If proficient with weapons, you may add or subtract 4 from your result_
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_

Shifting Dunes Card 4:
Commander Abdallah
Ally 3
Traits:
Human
Fighter To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card_
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile_
Discard this card to explore your location_ Add 1d8 to any combat checks during this exploration_

Shifting Dunes Card 5:
Knock
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it_

Shifting Dunes Card 6:
Coffer Corpse
Monster 1
Traits:
Undead To Acquire:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_

Shifting Dunes Card 7:
Girtablilu Ranger
Monster 4
Traits:
Trigger
Girtablilu
Poison To Acquire:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3_
Before you act, you are dealt 1d4 Poison damage_

Shifting Dunes Card 8:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

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

Howling Sands Card 1:
Geniekin
Monster B
Traits:
Trigger
Elemental
Outsider
Janni
Veteran To Acquire:
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_

Howling Sands Card 2:
Dredge
Ally B
Traits:
Halfling
Rogue To Acquire:
Charisma
Diplomacy 8
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box_
Discard this card to explore your location, adding 1d4 to your checks to acquire items_

Howling Sands Card 3:
Tekenu
Monster 2
Traits:
Undead
Elite To Acquire:
Combat 13
The Tekenu is immune to the Mental and Poison traits_
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu_
After you act, roll 1d4_ On a 4, you are dealt 2 Acid damage_
If the check to defeat has the Divine trait, add 1d6_

Howling Sands Card 4:
Khamsin Coat
Armor 3
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude 8
Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3_
Banish this card to reduce all damage dealt to you to 0_ If proficient with light armors, bury this card instead_
If proficient with light armors, you may recharge this card when you reset your hand_

Howling Sands Card 5:
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_

Howling Sands Card 6:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Howling Sands Card 7:
Hearth Elemental
Ally 4
Traits:
Elemental
Fire To Acquire:
See Below
To acquire this card, be dealt 1d4+1 Fire damage_
Recharge this card to draw a weapon or an armor from your discard pile_
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location_

Howling Sands Card 8:
Calikang
Henchman 4
Type: Monster
Traits:
Giant To Acquire:
Combat 19
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.~Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.~If undefeated and the check to defeat had the Acid, Cold, Fire,


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

Zarlova sees Alahazra get hurt and decides to head in her direction. She moves to the Hot Springs.

She decides it's best to Cure up Alahazra before exploring, so casts it on her.
Cure (Alahazra): 1d4 + 1 ⇒ (2) + 1 = 3
Divine 8 (Recharge): 1d10 + 6 ⇒ (8) + 6 = 14 - Success

She then beings to explore her location.

Zarlova discovered a Blessing of Maat, a nice Blessing 2! She cannot fail the Divine check to get it, so it is Acquired. (Wow, holy crap that blessing is super good...)

She decides to cast Augury to see into the future, and possibly for much fun with triggers. She chooses Monsters.

First card examined:

Bone Lamellar (Armor):

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

Second card examined:

Desert Trapper (Monster):

Desert Trapper
Monster B
Traits:
Human
Veteran To Acquire:
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_

Third card examined:

Calikang (Monster, Henchman):

Calikang
Henchman Monster 4
Traits
Giant

Check
Combat
19

Powers
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.

Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.

If undefeated and the check to defeat had the Acid, Cold, Fire, or Force trait, you are dealt 1d4 Electricity damage.

Having no triggers, all cards the non-monster examined cards get shuffled and she then decides to place the Desert Trapper monster on top and then the Calikang. (So the card order of the Hot Springs is Desert Trapper, Calikang, and then 4 shuffled cards... did it in this order as the Calikang doesn't even automatically allow you to close the location.)

She then tries to recharge Augury.
Divine 8: 1d10 + 6 ⇒ (6) + 6 = 12 - Success

She then discards her Blessing of Pharasma to explore, and encounters... a Desert Trapper! Surprise!

Scenario Stuff: 1d6 ⇒ 2
She decides to take the Curse rather than risk losing her Attack Spell, so she now has Curse of Poisoning.

She casts Fireblade at the creature.
Combat 11: 1d10 + 2d4 + 6 ⇒ (1) + (3, 3) + 6 = 13 - Success
Divine 8 (Recharge): 1d10 + 6 ⇒ (8) + 6 = 14 - Success
She decides to put the Fireblade on top of her deck instead of the bottom with her power.

Being mostly spent, she decides to end her turn and draw up her hand.

Random Card Recharged due to Curse of Poisoning: 1d7 ⇒ 2 - Pearl of Wisdom

Zarlova wrote:

Hand: Major Cure, Spyglass, Blessing of Maat, Fireblade, Blessing of the Gods 2, Wisdom,

Displayed: Curse of Poisoning,
Deck: 13 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Summary: Hot Springs now has the Calikang henchman (which isn't basic and doesn't automatically allow you to close on defeat) on top and 4 shuffled cards after it, one of which is Bone Lamellar Armor 2.


deck handler Searching for:

Not hurt but used a lot of cards.
After her buddy Zarlova gives her a soothing massage then wanders off Alahazra rests a moment.
1. Blessing of Abadar, 2. Clockwork Servant, 3. Stone Weasel, 4. Find Traps
card that isn't healed: 1d4 ⇒ 2 Clockwork Servant

When Zarlova mentions a monster far beyond her skills Alahazra decides to leave the battle for her more capable comrades and checks out the Howling Sands.

No cold cards in hand.

Despite being stone blind Alahazra decides to use her Crystal Ball to scout the location.

Top 4 cards Geniekin, Dredge, Tekenu, Khamsin Coat. 1 trigger. Geniekin: When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait_ *Checks random monsters spoiler.* "These will be random."

Loading...

I need a random elemental monster to fight before continuing.

The Concordance

Deck handler link
Alahazra BGiB wrote:

...

When you fight the Geniekin, if you roll a 3-4 on the BYA i.e. can close if overkill, use one of my blessings on the combat and then if you get a chance to close use my second blessing on that.

Also I would be a vote to use Zarlova's Blessing of Maat (AFTER the check +/-3) if it would enable a close.
I tend to go full support on chances to close locations


Female gnome Arcanist | Tier 4.5

She doesn't fight the Geniekin from its trigger, just to clarify. @BGiB: Would you like to just evade the summoned monster fight from that trigger? I would be happy to use Twisted Space for you. Or you could wait to see if it's a horrible, terrible monster, and if so, use Twisted Space to evade it. Whatever you think.


deck handler Searching for:

The Genie looks like an easy fight so I'll probably encounter it this turn in hopes of closing the location via the 3-4 roll as mentioned. I'll keep the Twisted Space in mind if the summoned monster looks too difficult.


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_


deck handler Searching for:

Neither me nor Raheli have good wisdom so I will use Enora's Twisted Space to evade the summoned monster. Then arrange them Geniekin, Dredge, Khamsin Coat, Tekenu. Taking the Explore from the Crystal Ball.

Alahazra feels a bit bad about leaving the big battle to others so decides to go defeat a smaller one.

d6 for Geniekin: 1d6 ⇒ 1
1 blessing 2 ruby 3 cloak 4 life drain: 1d4 ⇒ 2

After stowing her Ruby for fear the Genie will steal it she begins the fight.

Life Drain recharging one of Rahali's Blessing of the Spellbound DC 16: 2d12 + 3 + 2d4 ⇒ (6, 12) + 3 + (1, 3) = 25
1 heal servant 2 heal crystal ball: 1d2 ⇒ 1
recharge Life Drain DC 11: 1d12 + 3 ⇒ (5) + 3 = 8

Taking free explore now.

She then wanders over and tries to make friends with a halfling.

Charisma 8: 1d12 + 1 ⇒ (3) + 1 = 4
But the halfling has no interest in making friends with a crazy blind woman.

She then decides to rest again.

Alahazra wrote:

Hand: Blessing of Gorum, Apprentice, Cure, Cloak of Winds, Holy Light,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Blessing of Gorum in hand. +2 dice to a Combat Strength check.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +2
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Perception: Wisdom +2
Charisma d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +2

Favored Card: Blessing
Hand Size 5
Proficient with: None
Powers:
<Power 1> For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits to the check. This counts as playing a spell. ([x] If the discarded card is a spell, you may recharge it instead.)
<Power 2> When you examine 1 or more cards from a character or location deck, you may examine an additional card.
<Power 3> During your exploration, when you succeed at a check that invokes the Fire ([x] or Attack) trait, you may move after you resolve the encounter.
<Power 4>
<Power 5>

Used Enora's Twisted Space. Recharged one of Rahali's Blessing of the Spellbound. Top 2 cards at Howling Sands are now Khamsin Coat then Tekenu monster.

The Concordance

Deck handler link

Time Moves on - New Blessing = Blessing of Thoth

"Thanks for scouting the way. I will try to see if I can pick up that coat"

Encounter Khamsin Coat. Fortitude 1d6+2.
Fort 8: 1d6 + 2 ⇒ (1) + 2 = 3
Failure

"Oops, looks like the coat got burned" as the coat crumbles to ashes in Rahali's hands.

Saving blessing to support close attempt

End of turn. Draws Cure
I am happy to take on the Tekenu next turn, see if I am lucky on the BYA check and try to close the location. I can handle the overkill combat (23) 2d10+1; 1d8; 3d4; =avg 24. I would just need support on the close check Dex 8 = 1d10+1

Rahali wrote:

Hand: Knot of Isis, Cure, Blessing of the Spellbound, Binder's Tome, Life Drain, ,

Displayed: Snapping Turtle, , , , , ,
Deck: 11 Discard: 1 Buried: 0
"Notes: Blessing of Spellbound - Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
Available for other Players use in key situations, however prefer to use it on setups for closing e.g. over kill monsters; OR if you recharge it on an Arcane or Divine check. One available for anyone, I want to keep one for my turn"

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 +1 [ ] +2 +3 [ ] +4
- Disable: Dexterity +2
Constitution d6 [ ] +1
- Fortitute (<Cohort): Constitution + 2
Intelligence d8 +1 [ ] +2 +3 [ ] +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell or Blessing
Hand Size: 5 [ ] 6
Proficient With:

POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the item's highest adventure deck number) to your check.
Cohort Power
While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4 or to 0 if you have a role card.

Top card at Howling Sands is Tekenu monster.


Female gnome Arcanist | Tier 4.5

Recharge Twisted Space, Arcane 10: 1d10 + 4 + 1d4 ⇒ (6) + 4 + (4) = 14 Recharged.

OUT OF TURN HAND UPDATE:

Enora wrote:

Hand: Marionette, Blessing of the Elements, Jelani, Byzantine Lexicon, Blessing of the Master of Masters, Shy Ratani,

Displayed: Create Mindscape,
Deck: 13 Discard: 1 Buried: 0
Die Bumps: 4/4
Reroll: Not Used
Notes:

Skills and Powers:
SKILLS

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

Hand Size 6 [X] 7
Light Armors Weapons
Powers:
On your check to acquire or recharge a boon that has the Magic trait, you may discard ([X] or recharge) a card that has the Magic trait to add 1d8. ([ ] On your check to acquire any boon, you may do this with a card that has the Book trait.)
After you play a spell ([ ] or acquire a spell or an item that has the Magic trait), you may recharge another random spell ([ ] or a spell of your choice) from your discard pile.
For your combat check, you may discard a spell ([ ] or a boon that has the Magic trait) ([ ] or reveal a card that has the Book trait) to use your Charisma skill + 1d6 ([X] 2d6) and add that card’s adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[X] When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
[ ] You may recharge a card that has the Book to trait to examine the top 3 cards of your location deck.


During This Adventure: The scourge die is 1d8.
When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
To win, close all but 2 locations.

Turn: 7, Enora/cartmanbeck

Scourge Table:

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 23

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 2
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 3
Blessing of Anubis
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check_
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 6
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait_
Discard when you shuffle cards from your discard pile into your deck_ Shuffle in an additional 1d4_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile_
Spoiler:
Blessings Deck Card 7
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 8
Blessing of Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check_
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile_
Spoiler:
Blessings Deck Card 9
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of the 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 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 12
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 13
Concordance’s Favor
Favor 4
Traits:
When this card is discarded from the blessings deck, draw an ally or blessing that has the Acid, Cold, Electricity, Elemental, or Fire trait from the box.~While this card is on top of the blessings discard pile, on your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait, after the roll, you may add or subtract a die.
Spoiler:
Blessings Deck Card 14
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_
Spoiler:
Blessings Deck Card 15
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 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 Khepri
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Divine 4
When you attempt a check, after you roll the dice, discard this card to change all 1's rolled to 6's_
Display this card at the end of your turn_ While displayed, when you would die, banish this card to shuffle 1d4+1 random cards from your discard pile into your deck_ At the end of the scenario, banish this card_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Healing trait, reset your hand_
Spoiler:
Blessings Deck Card 18
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 19
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 20
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 21
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 22
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 23
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_

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zarlova/GMAndrew, None

Hot Springs Card 1 (Calikang):
Calikang
Henchman 4
Type: Monster
Traits:
Giant To Acquire:
Combat 19
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.~Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.~If undefeated and the check to defeat had the Acid, Cold, Fire,

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

Hot Springs Card 3:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

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

Hot Springs Card 5:
Minnothet
Ally 2
Traits:
Human
Shopkeeper To Acquire:
Fortitude
Charisma
Diplomacy 8
Recharge this card to recharge a random armor or item from your discard pile_
Discard this card to explore your location_ Add 2 dice to checks to acquire armor during this exploration_

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 3
Located/Displayed Here: None

Oasis Card 1 (Elemental Arachnid):
Elemental Arachnid
Monster 4
Traits:
Construct To Acquire:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits_ You may play any number of armors in this encounter_
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage_
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage_

Oasis Card 2:
Elemental Skin
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0_ While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0_ At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead_

Oasis Card 3:
Miau Pakhet
Ally P
Traits:
Catfolk
Bard
Gambling To Acquire:
Charisma
Diplomacy 13
Recharge this card to allow a character at your location to reroll a die on their check, or discard it to allow him to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location, then put it on the top or bottom of the deck_ Then you may explore your location_

Oasis Card 4:
Bonecrusher Wizard
Monster B
Traits:
Trigger
Bonecrusher
Wizard
Elite To Acquire:
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_

Oasis Card 5:
Blast Glyph
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane To Acquire:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_

Oasis Card 6:
Blessing of the Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Oasis Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Oasis Card 8:
Necklace of Fireballs
Item 4
Traits:
Accessory
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12_
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it_

Oasis Card 9:
Ghoul
Monster 1
Traits:
Undead
Ghoul To Acquire:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Oasis Card 10:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: None

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

Scorched Obelisk Card 2:
Alchemical Gas
Barrier C
Traits:
Obstacle
Acid
Elite To Acquire:
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_

Scorched Obelisk Card 3:
Ptemenib
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of 2 locations_
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck_

Scorched Obelisk Card 4:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite To Acquire:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

Scorched Obelisk Card 5:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite To Acquire:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Scorched Obelisk Card 6:
Alchemist's Shield
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude
Craft 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 0 if you recharge a card that has a trait that matches the damage type_ If proficient with light armors, you may play another armor on this check_

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

Scorched Obelisk Card 8:
Flask Thrower
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_

Scorched Obelisk Card 9:
Rukh
Monster 3
Traits:
Animal
Acid To Acquire:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4_
Damage dealt by the Rukh is Acid damage_
If undefeated, move to a random location_

Scorched Obelisk Card 10:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite To Acquire:
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_
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: None

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

Sulfur Pits Card 2:
Bonestorm
Monster 4
Traits:
Undead
Swarm To Acquire:
Combat 17
The Bonestorm immune to the Mental and Poison traits_
Half of the damage (round down) from the Bonestorm may not be reduced_
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated_

Sulfur Pits Card 3:
Rolling Sphere
Barrier 3
Traits:
Trap
Obstacle To Acquire:
NONE
Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 or Disable 9 check_ Any character that fails the check must bury her hand_ If your check succeeds, you may explore your location_
After you act, shuffle this card into a random other open location; the Rolling Sphere is defeated_

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

Sulfur Pits Card 5:
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_

Sulfur Pits Card 6:
Shasalqu
Monster 1
Traits:
Animal
Cold
Elite To Acquire:
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_

Sulfur Pits Card 7:
Mistform
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait_
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it_

Sulfur Pits Card 8:
Mummy
Monster 4
Traits:
Undead
Mummy To Acquire:
Combat 21
The Mummy is immune to the Cold, Mental, and Poison traits_
If your check to defeat the Mummy has the Fire trait, add 1d8_
If undefeated, after you act, bury your discard pile_

Sulfur Pits Card 9:
Silken Ceremonial Armor
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 11
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check_
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 to add 1d8 to your check that invokes the Poison trait_

Sulfur Pits Card 10:
Elemental Arachnid
Monster 4
Traits:
Construct To Acquire:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits_ You may play any number of armors in this encounter_
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage_
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage_

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None

Windswept Chasm Card 1:
Inevitable Trap
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic To Acquire:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it_
If undefeated, each character at your location must summon and encounter the henchman Blightwing_ Then banish this card_

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

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Windswept Chasm Card 5:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite To Acquire:
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_

Windswept Chasm Card 6:
Thmei
Henchman 4
Type: Monster
Traits:
Trigger
Human
Cultist
Oracle To Acquire:
Combat 24
When you examine this card, you are dealt 1d4 Poison damage_ If this damage is not reduced to 0, draw the scourge Curse of the Sphinx_ Then shuffle Thmei into a random open location_
If defeated, acquire the loot Armband of the Golden Serpent, then you may immediately attempt to close the location this henchman came from_

Windswept Chasm Card 7:
Insanity Mist
Barrier 3
Traits:
Trigger
Trap
Magic To Acquire:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage_
Display this card next to its location_ While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage_

Windswept Chasm Card 8:
Elemental Mastery
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait_
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it_

Windswept Chasm 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_

Windswept Chasm 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_

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

Volcanic Vents Card 1:
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_

Volcanic Vents Card 2:
Mace of Ruin
Weapon 4
Traits:
Mace
Melee
Bludgeoning
Acid
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4_
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait_

Volcanic Vents Card 3:
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran To Acquire:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

Volcanic Vents Card 4:
Catching Cape
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_

Volcanic Vents Card 5:
Symbol of Pain
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card_ While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat_ At the end of your turn, discard this card_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it_

Volcanic Vents Card 6:
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_

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

Volcanic Vents Card 8:
Guecubu
Monster 3
Traits:
Undead To Acquire:
Combat 15
The Guecubu is immune to the Mental, Electricity, and Poison traits_
After you act, draw a random scourge from the box_

Volcanic Vents Card 9:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

Volcanic Vents Card 10:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk To Acquire:
Combat 10
The difficulty to defeat is increased by twice the scenario’s adventure deck number.~All damage dealt by the Ratfolk Plaguebringer is Poison damage.~Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.~After you act, you are dealt 1d4-1 damage.

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Enora/cartmanbeck, Create Mindscape

Shifting Dunes 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_

Shifting Dunes Card 2:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk To Acquire:
Combat 10
The difficulty to defeat is increased by twice the scenario’s adventure deck number.~All damage dealt by the Ratfolk Plaguebringer is Poison damage.~Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.~After you act, you are dealt 1d4-1 damage.

Shifting Dunes Card 3:
Thousand Stings Whip
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic To Acquire:
Strength
Melee 11
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1_ If proficient with weapons, you may add or subtract 4 from your result_
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_

Shifting Dunes Card 4:
Commander Abdallah
Ally 3
Traits:
Human
Fighter To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card_
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile_
Discard this card to explore your location_ Add 1d8 to any combat checks during this exploration_

Shifting Dunes Card 5:
Knock
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it_

Shifting Dunes Card 6:
Coffer Corpse
Monster 1
Traits:
Undead To Acquire:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_

Shifting Dunes Card 7:
Girtablilu Ranger
Monster 4
Traits:
Trigger
Girtablilu
Poison To Acquire:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3_
Before you act, you are dealt 1d4 Poison damage_

Shifting Dunes Card 8:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

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

Howling Sands Card 1 (Tekenu):
Tekenu
Monster 2
Traits:
Undead
Elite To Acquire:
Combat 13
The Tekenu is immune to the Mental and Poison traits_
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu_
After you act, roll 1d4_ On a 4, you are dealt 2 Acid damage_
If the check to defeat has the Divine trait, add 1d6_

Howling Sands Card 2:
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_

Howling Sands Card 3:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Howling Sands Card 4:
Hearth Elemental
Ally 4
Traits:
Elemental
Fire To Acquire:
See Below
To acquire this card, be dealt 1d4+1 Fire damage_
Recharge this card to draw a weapon or an armor from your discard pile_
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location_

Howling Sands Card 5:
Calikang
Henchman 4
Type: Monster
Traits:
Giant To Acquire:
Combat 19
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.~Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.~If undefeated and the check to defeat had the Acid, Cold, Fire,


Female gnome Arcanist | Tier 4.5

Enora will continue digging around in the dunes, heedless of her allies' coat-burning and crystal-ball-scrying follies elsewhere.

Exploring to find a Ghost Battling Ring.
Knowledge 8: 1d10 + 6 ⇒ (7) + 6 = 13

Then she sends her shy friend Ratani to look around for her.
Discarding Shy Ratani to explore, finding a Ratfolk Plaguebringer henchman! Given that the BYA and AYA are both kinda terrible, I'll use Shy Ratani's ability to evade the bane. Location shuffles.

Shy Ratani points out a ratfolk that looks real nasty, so Enora hightails it away from him until she can regroup and prepare better.

With that, she'll wait for her allies to be more useful than her, and will likely move away on her next turn.

Enora wrote:

Hand: Marionette, Blessing of the Elements, Jelani, Byzantine Lexicon, Ghost Battling Ring, Blessing of the Master of Masters, Acadamae Scholar,

Displayed: Create Mindscape,
Deck: 12 Discard: 2 Buried: 0
Die Bumps: 4/4
Reroll: Not Used
Notes:

Skills and Powers:
SKILLS

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

Hand Size 6 [X] 7
Light Armors Weapons
Powers:
On your check to acquire or recharge a boon that has the Magic trait, you may discard ([X] or recharge) a card that has the Magic trait to add 1d8. ([ ] On your check to acquire any boon, you may do this with a card that has the Book trait.)
After you play a spell ([ ] or acquire a spell or an item that has the Magic trait), you may recharge another random spell ([ ] or a spell of your choice) from your discard pile.
For your combat check, you may discard a spell ([ ] or a boon that has the Magic trait) ([ ] or reveal a card that has the Book trait) to use your Charisma skill + 1d6 ([X] 2d6) and add that card’s adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[X] When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
[ ] You may recharge a card that has the Book to trait to examine the top 3 cards of your location deck.


During This Adventure: The scourge die is 1d8.
When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
To win, close all but 2 locations.

Turn: 8, Zarlova/GMAndrew

Scourge Table:

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 22

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait_
Discard when you shuffle cards from your discard pile into your deck_ Shuffle in an additional 1d4_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile_
Spoiler:
Blessings Deck Card 3
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 4
Blessing of Anubis
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check_
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 7
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 8
Blessing of 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_
Spoiler:
Blessings Deck Card 9
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of 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
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 13
Blessing of 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 14
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 15
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 16
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 17
Concordance’s Favor
Favor 4
Traits:
When this card is discarded from the blessings deck, draw an ally or blessing that has the Acid, Cold, Electricity, Elemental, or Fire trait from the box.~While this card is on top of the blessings discard pile, on your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait, after the roll, you may add or subtract a die.
Spoiler:
Blessings Deck Card 18
Blessing of Khepri
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Divine 4
When you attempt a check, after you roll the dice, discard this card to change all 1's rolled to 6's_
Display this card at the end of your turn_ While displayed, when you would die, banish this card to shuffle 1d4+1 random cards from your discard pile into your deck_ At the end of the scenario, banish this card_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Healing trait, reset your hand_
Spoiler:
Blessings Deck Card 19
Blessing of Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check_
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile_
Spoiler:
Blessings Deck Card 20
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 21
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 22
Blessing of 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_

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: Zarlova/GMAndrew, None

Hot Springs Card 1 (Calikang):
Calikang
Henchman 4
Type: Monster
Traits:
Giant To Acquire:
Combat 19
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.~Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.~If undefeated and the check to defeat had the Acid, Cold, Fire,

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

Hot Springs Card 3:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

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

Hot Springs Card 5:
Minnothet
Ally 2
Traits:
Human
Shopkeeper To Acquire:
Fortitude
Charisma
Diplomacy 8
Recharge this card to recharge a random armor or item from your discard pile_
Discard this card to explore your location_ Add 2 dice to checks to acquire armor during this exploration_

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 3
Located/Displayed Here: None

Oasis Card 1 (Elemental Arachnid):
Elemental Arachnid
Monster 4
Traits:
Construct To Acquire:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits_ You may play any number of armors in this encounter_
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage_
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage_

Oasis Card 2:
Elemental Skin
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0_ While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0_ At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead_

Oasis Card 3:
Miau Pakhet
Ally P
Traits:
Catfolk
Bard
Gambling To Acquire:
Charisma
Diplomacy 13
Recharge this card to allow a character at your location to reroll a die on their check, or discard it to allow him to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location, then put it on the top or bottom of the deck_ Then you may explore your location_

Oasis Card 4:
Bonecrusher Wizard
Monster B
Traits:
Trigger
Bonecrusher
Wizard
Elite To Acquire:
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_

Oasis Card 5:
Blast Glyph
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane To Acquire:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_

Oasis Card 6:
Blessing of the Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Oasis Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Oasis Card 8:
Necklace of Fireballs
Item 4
Traits:
Accessory
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12_
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it_

Oasis Card 9:
Ghoul
Monster 1
Traits:
Undead
Ghoul To Acquire:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Oasis Card 10:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: None

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

Scorched Obelisk Card 2:
Alchemical Gas
Barrier C
Traits:
Obstacle
Acid
Elite To Acquire:
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_

Scorched Obelisk Card 3:
Ptemenib
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of 2 locations_
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck_

Scorched Obelisk Card 4:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite To Acquire:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

Scorched Obelisk Card 5:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite To Acquire:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Scorched Obelisk Card 6:
Alchemist's Shield
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude
Craft 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 0 if you recharge a card that has a trait that matches the damage type_ If proficient with light armors, you may play another armor on this check_

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

Scorched Obelisk Card 8:
Flask Thrower
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_

Scorched Obelisk Card 9:
Rukh
Monster 3
Traits:
Animal
Acid To Acquire:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4_
Damage dealt by the Rukh is Acid damage_
If undefeated, move to a random location_

Scorched Obelisk Card 10:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite To Acquire:
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_
Sulfur Pits
At This Location: For your checks that have the Acid trait, add a die.
When Closing: You are dealt 1 Acid damage.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: None

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

Sulfur Pits Card 2:
Bonestorm
Monster 4
Traits:
Undead
Swarm To Acquire:
Combat 17
The Bonestorm immune to the Mental and Poison traits_
Half of the damage (round down) from the Bonestorm may not be reduced_
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated_

Sulfur Pits Card 3:
Rolling Sphere
Barrier 3
Traits:
Trap
Obstacle To Acquire:
NONE
Before you act, each character at your location must attempt a Dexterity or Acrobatics 12 or Disable 9 check_ Any character that fails the check must bury her hand_ If your check succeeds, you may explore your location_
After you act, shuffle this card into a random other open location; the Rolling Sphere is defeated_

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

Sulfur Pits Card 5:
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_

Sulfur Pits Card 6:
Shasalqu
Monster 1
Traits:
Animal
Cold
Elite To Acquire:
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_

Sulfur Pits Card 7:
Mistform
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 10
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait_
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it_

Sulfur Pits Card 8:
Mummy
Monster 4
Traits:
Undead
Mummy To Acquire:
Combat 21
The Mummy is immune to the Cold, Mental, and Poison traits_
If your check to defeat the Mummy has the Fire trait, add 1d8_
If undefeated, after you act, bury your discard pile_

Sulfur Pits Card 9:
Silken Ceremonial Armor
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 11
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check_
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 to add 1d8 to your check that invokes the Poison trait_

Sulfur Pits Card 10:
Elemental Arachnid
Monster 4
Traits:
Construct To Acquire:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits_ You may play any number of armors in this encounter_
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage_
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage_

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None

Windswept Chasm Card 1:
Inevitable Trap
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic To Acquire:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it_
If undefeated, each character at your location must summon and encounter the henchman Blightwing_ Then banish this card_

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

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Windswept Chasm Card 5:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite To Acquire:
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_

Windswept Chasm Card 6:
Thmei
Henchman 4
Type: Monster
Traits:
Trigger
Human
Cultist
Oracle To Acquire:
Combat 24
When you examine this card, you are dealt 1d4 Poison damage_ If this damage is not reduced to 0, draw the scourge Curse of the Sphinx_ Then shuffle Thmei into a random open location_
If defeated, acquire the loot Armband of the Golden Serpent, then you may immediately attempt to close the location this henchman came from_

Windswept Chasm Card 7:
Insanity Mist
Barrier 3
Traits:
Trigger
Trap
Magic To Acquire:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage_
Display this card next to its location_ While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage_

Windswept Chasm Card 8:
Elemental Mastery
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait_
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it_

Windswept Chasm 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_

Windswept Chasm 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_

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

Volcanic Vents Card 1:
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_

Volcanic Vents Card 2:
Mace of Ruin
Weapon 4
Traits:
Mace
Melee
Bludgeoning
Acid
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4_
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait_

Volcanic Vents Card 3:
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran To Acquire:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

Volcanic Vents Card 4:
Catching Cape
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_

Volcanic Vents Card 5:
Symbol of Pain
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card_ While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat_ At the end of your turn, discard this card_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it_

Volcanic Vents Card 6:
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_

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

Volcanic Vents Card 8:
Guecubu
Monster 3
Traits:
Undead To Acquire:
Combat 15
The Guecubu is immune to the Mental, Electricity, and Poison traits_
After you act, draw a random scourge from the box_

Volcanic Vents Card 9:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

Volcanic Vents Card 10:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk To Acquire:
Combat 10
The difficulty to defeat is increased by twice the scenario’s adventure deck number.~All damage dealt by the Ratfolk Plaguebringer is Poison damage.~Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.~After you act, you are dealt 1d4-1 damage.

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Enora/cartmanbeck, Ratfolk Plaguebringer somewhere in here.

Shifting Dunes Card 1:
Girtablilu Ranger
Monster 4
Traits:
Trigger
Girtablilu
Poison To Acquire:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3_
Before you act, you are dealt 1d4 Poison damage_

Shifting Dunes Card 2:
Knock
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it_

Shifting Dunes Card 3:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk To Acquire:
Combat 10
The difficulty to defeat is increased by twice the scenario’s adventure deck number.~All damage dealt by the Ratfolk Plaguebringer is Poison damage.~Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.~After you act, you are dealt 1d4-1 damage.

Shifting Dunes Card 4:
Commander Abdallah
Ally 3
Traits:
Human
Fighter To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card_
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile_
Discard this card to explore your location_ Add 1d8 to any combat checks during this exploration_

Shifting Dunes Card 5:
Coffer Corpse
Monster 1
Traits:
Undead To Acquire:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_

Shifting Dunes Card 6:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Shifting Dunes Card 7:
Thousand Stings Whip
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic To Acquire:
Strength
Melee 11
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1_ If proficient with weapons, you may add or subtract 4 from your result_
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_

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

Howling Sands Card 1 (Tekenu):
Tekenu
Monster 2
Traits:
Undead
Elite To Acquire:
Combat 13
The Tekenu is immune to the Mental and Poison traits_
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu_
After you act, roll 1d4_ On a 4, you are dealt 2 Acid damage_
If the check to defeat has the Divine trait, add 1d6_

Howling Sands Card 2:
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_

Howling Sands Card 3:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Howling Sands Card 4:
Hearth Elemental
Ally 4
Traits:
Elemental
Fire To Acquire:
See Below
To acquire this card, be dealt 1d4+1 Fire damage_
Recharge this card to draw a weapon or an armor from your discard pile_
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location_

Howling Sands Card 5:
Calikang
Henchman 4
Type: Monster
Traits:
Giant To Acquire:
Combat 19
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.~Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.~If undefeated and the check to defeat had the Acid, Cold, Fire,


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

Totally not prepared to take on this henchman that can damage me before I act and then have to actually defeat him... so moving to the Sulfur Pits.

Zarlova moves to Sulfur Pits.

She encounters a Greatclub +2 and throws it away as she's not interested in it. (Auto fail)

She discards her Spyglass. It's a Bonestorm and Rolling Sphere. She decides to keep it in that order.

Zarlova casts Wisdom on herself for the upcoming battle. She discards Blessing of the Gods to encounter the Bonestorm

Scenario Stuff: 1d6 ⇒ 4 - Chance to close location!

She casts Fireblade. Enora recharges her Blessing of the Elements on the check.
Combat 17: 2d10 + 2d4 + 9 ⇒ (7, 1) + (4, 4) + 9 = 25
Zarlova discards her Blessing of Maat to make it 28, defeating the Boneswarm by 11.
Automatically recharge of Fire Blade (Wisdom is such a nice spell)

She "attempts" to close the location by eating acid to the face. As a result, she discards her Major Cure, the last card in her hand.

Sulfur Pits Closed!

She ends her turn
Wisdom Recharge: 1d10 + 6 ⇒ (10) + 6 = 16 - Success

Curse of Poisoning (Blessing of the Gods 1, Holy Light, Evangelist, Blessing of Sivanah, Blessing of Cayden Cailean, Blessing of Pharamsa 2, Deathbane Shield,): 1d7 ⇒ 6

Zarlova wrote:

Hand: Blessing of the Gods 1, Holy Light, Evangelist, Blessing of Sivanah, Blessing of Cayden Cailean, Deathbane Shield,

Displayed: Curse of Poisoning,
Deck: 9 Discard: 5 Buried: 0
Notes:
Sideboard cards:

The Concordance

Deck handler link

"Epic work Zarlova! Great job closing the first location" cheers Rahali


deck handler Searching for:

Alahazra continues to act on what she learned via scrying and goes to defeat the Tekenu.

Non basic monster in location so d6 time: 1d6 ⇒ 2
1. Blessing of Gorum, 2. Apprentice, 3. Cure, 4. Cloak of Winds, 5. Holy Light: 1d5 ⇒ 5 Bad luck

Not his specialty but but Alahazra calls on Gorumm to defeat the undead. And she uses her go to fiery blast spell.

Discard top card of deck for class ability. Blessing of Abadar so no recharge. Using Blessing of Gorum to add another die.
Yoga Flame! DC 13: 2d12 + 3 + 2d4 ⇒ (7, 11) + 3 + (3, 4) = 28

Alahazra takes a moment to Cure herself.
Cure spell: 1d4 + 1 ⇒ (2) + 1 = 3
Heal all but 1. Crystal Ball, 2. Life Drain. 3. Blessing of Abadar, 4. Blessing of Gorum: 1d4 ⇒ 2
recharge Cure DC 8 Adding 1d4 to Cha check from Rahali's Binder's Tome: 1d12 + 3 + 1d4 ⇒ (1) + 3 + (3) = 7

Yoga Flame was quite effective so Alahazra asks the Apprentice to scout the area for her.

And sees a scroll of Augury.
Again with the help of the Binder's Tome she tries to learn the spell.
Charisma: Divine DC 6: 1d12 + 3 + 1d4 ⇒ (8) + 3 + (1) = 12

Which she immediately uses to find the location of more monsters.
recharge DC 8 inc tome: 1d12 + 3 + 1d4 ⇒ (5) + 3 + (4) = 12

Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Pausing here. I don't have Stealth. So we will either need 1 or more blessings to get my d4 Stealth up to a DC 6 or me and Rahali can face 2 combat checks each. Weigh in on strategy please.

The Concordance

Deck handler link

"I think we need to sneak away.... here have a blessing."
Plays blessing on the stealth check. Would feel a LOT happier if someone could spend a second blessing
I had agreed with Enora to use one of her blessings if I had a check to close. OK to use to avoid 4 combat checks instead?

Edit: Just saw Enoras O K in the discussion thread. Use two blessings on the stealth check


deck handler Searching for:

Alright. Rahali's Blessing of the Spellbound + Enora's Blessing of the Master of Masters.

Spotting a swarm of bugs while gathering components for the Augury Alahazra mutters a few prayers as she tries to sneak away.
Stealth DC 6: 3d4 ⇒ (2, 4, 1) = 7

She just manages it.

Setting aside Ubashki Swarm and Calikang. Hearth Elemental is technically shuffled into the deck by itself. So deck is now Calikang on top, Then Ubashki Swarm, Then Hearth Elemental.

Alahazra rests.

Alahazra wrote:

Hand: Blessing of Abadar, Clockwork Servant, Blessing of Pharasma, Cloak of Winds, Blessing of the Gods 2,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: 3 blessings in hand. Abadar +2 dice vs barrier, Pharasma +2 dice on a spell, Blessing of the gods copy top blessing.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +2
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Perception: Wisdom +2
Charisma d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Divine: Charisma +2

Favored Card: Blessing
Hand Size 5
Proficient with: None
Powers:
<Power 1> For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits to the check. This counts as playing a spell. ([x] If the discarded card is a spell, you may recharge it instead.)
<Power 2> When you examine 1 or more cards from a character or location deck, you may examine an additional card.
<Power 3> During your exploration, when you succeed at a check that invokes the Fire ([x] or Attack) trait, you may move after you resolve the encounter.
<Power 4>
<Power 5>

The Concordance

Deck handler link

"Here Alahazra, you can make better use of this than me" says Rahali as she hands her a Cure scroll
Give Cure

"Taking on the Calikang will be a dangerous fight. If you are here when I fight it, you will most likely take a lot of damage. I suggest you move elsewhere Alahazra, and I will ambush the monster once I have marshalled my resources" says Rahali as she sits down and starts meditating.
End of Turn. Draw up - Good Omen, Codex

Rahali wrote:

Hand: Knot of Isis, Good Omen, Codex, Binder's Tome, Life Drain, ,

Displayed: Snapping Turtle, , , , , ,
Deck: 10 Discard: 2 Buried: 0
Notes: Please clear the Howling sands. I will take on the Calikang next turn. I am likely to need a couple of blessings to successfully close. 1 to succeed the BYA damage check to make sure I keep Arcane, 1 to assist the overkill using Life Drain (hint, hint - Pharasma) and one for the close check. Assuming I am lucky with the BYA 3/4 check :-) Otherwise if I get 5/6 it is putting the first two blessings on the banish check (3d6 to get 11) then 1 for the dex to close.

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 +1 [ ] +2 +3 [ ] +4
- Disable: Dexterity +2
Constitution d6 [ ] +1
- Fortitute (<Cohort): Constitution + 2
Intelligence d8 +1 [ ] +2 +3 [ ] +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell or Blessing
Hand Size: 5 [ ] 6
Proficient With:

POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. ([X] if you succed at the check, you may draw a card.)
On your check to defeat ([X] or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged ([ ] plus the item's highest adventure deck number) to your check.
Cohort Power
While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4 or to 0 if you have a role card.


During This Adventure: The scourge die is 1d8.
When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
To win, close all but 2 locations.

Turn: 11, Enora/cartmanbeck

Scourge Table:

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

Top of Blessing Discard Pile:

Blessing of Ra:
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_

Blessings Remaining: 19

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 Anubis
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check_
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 5
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of 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 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 9
Blessing of Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check_
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile_
Spoiler:
Blessings Deck Card 10
Blessing of Khepri
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Divine 4
When you attempt a check, after you roll the dice, discard this card to change all 1's rolled to 6's_
Display this card at the end of your turn_ While displayed, when you would die, banish this card to shuffle 1d4+1 random cards from your discard pile into your deck_ At the end of the scenario, banish this card_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Healing trait, reset your hand_
Spoiler:
Blessings Deck Card 11
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 13
Concordance’s Favor
Favor 4
Traits:
When this card is discarded from the blessings deck, draw an ally or blessing that has the Acid, Cold, Electricity, Elemental, or Fire trait from the box.~While this card is on top of the blessings discard pile, on your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait, after the roll, you may add or subtract a die.
Spoiler:
Blessings Deck Card 14
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 15
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_
Spoiler:
Blessings Deck Card 16
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 17
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 18
Blessing of the 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 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_

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Hot Springs Card 1 (Calikang):
Calikang
Henchman 4
Type: Monster
Traits:
Giant To Acquire:
Combat 19
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.~Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.~If undefeated and the check to defeat had the Acid, Cold, Fire,

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

Hot Springs Card 3:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

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

Hot Springs Card 5:
Minnothet
Ally 2
Traits:
Human
Shopkeeper To Acquire:
Fortitude
Charisma
Diplomacy 8
Recharge this card to recharge a random armor or item from your discard pile_
Discard this card to explore your location_ Add 2 dice to checks to acquire armor during this exploration_

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 3
Located/Displayed Here: None

Oasis Card 1 (Elemental Arachnid):
Elemental Arachnid
Monster 4
Traits:
Construct To Acquire:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits_ You may play any number of armors in this encounter_
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage_
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage_

Oasis Card 2:
Elemental Skin
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0_ While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0_ At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead_

Oasis Card 3:
Miau Pakhet
Ally P
Traits:
Catfolk
Bard
Gambling To Acquire:
Charisma
Diplomacy 13
Recharge this card to allow a character at your location to reroll a die on their check, or discard it to allow him to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location, then put it on the top or bottom of the deck_ Then you may explore your location_

Oasis Card 4:
Bonecrusher Wizard
Monster B
Traits:
Trigger
Bonecrusher
Wizard
Elite To Acquire:
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_

Oasis Card 5:
Blast Glyph
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane To Acquire:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_

Oasis Card 6:
Blessing of the Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Oasis Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Oasis Card 8:
Necklace of Fireballs
Item 4
Traits:
Accessory
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12_
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it_

Oasis Card 9:
Ghoul
Monster 1
Traits:
Undead
Ghoul To Acquire:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Oasis Card 10:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: None

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

Scorched Obelisk Card 2:
Alchemical Gas
Barrier C
Traits:
Obstacle
Acid
Elite To Acquire:
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_

Scorched Obelisk Card 3:
Ptemenib
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of 2 locations_
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck_

Scorched Obelisk Card 4:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite To Acquire:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

Scorched Obelisk Card 5:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite To Acquire:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Scorched Obelisk Card 6:
Alchemist's Shield
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude
Craft 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 0 if you recharge a card that has a trait that matches the damage type_ If proficient with light armors, you may play another armor on this check_

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

Scorched Obelisk Card 8:
Flask Thrower
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_

Scorched Obelisk Card 9:
Rukh
Monster 3
Traits:
Animal
Acid To Acquire:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4_
Damage dealt by the Rukh is Acid damage_
If undefeated, move to a random location_

Scorched Obelisk Card 10:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite To Acquire:
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_

Sulfur Pits
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zarlova/GMAndrew, None

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: None

Windswept Chasm Card 1:
Inevitable Trap
Barrier 3
Traits:
Trigger
Trap
Skirmish
Magic To Acquire:
Intelligence
Arcane
Knowledge 13
OR Wisdom
Survival 10
When you examine this card, encounter it_
If undefeated, each character at your location must summon and encounter the henchman Blightwing_ Then banish this card_

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

Windswept Chasm Card 3:
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_

Windswept Chasm Card 4:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Windswept Chasm Card 5:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite To Acquire:
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_

Windswept Chasm Card 6:
Thmei
Henchman 4
Type: Monster
Traits:
Trigger
Human
Cultist
Oracle To Acquire:
Combat 24
When you examine this card, you are dealt 1d4 Poison damage_ If this damage is not reduced to 0, draw the scourge Curse of the Sphinx_ Then shuffle Thmei into a random open location_
If defeated, acquire the loot Armband of the Golden Serpent, then you may immediately attempt to close the location this henchman came from_

Windswept Chasm Card 7:
Insanity Mist
Barrier 3
Traits:
Trigger
Trap
Magic To Acquire:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage_
Display this card next to its location_ While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage_

Windswept Chasm Card 8:
Elemental Mastery
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait_
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it_

Windswept Chasm 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_

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

Volcanic Vents Card 1:
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_

Volcanic Vents Card 2:
Mace of Ruin
Weapon 4
Traits:
Mace
Melee
Bludgeoning
Acid
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4_
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait_

Volcanic Vents Card 3:
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran To Acquire:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

Volcanic Vents Card 4:
Catching Cape
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_

Volcanic Vents Card 5:
Symbol of Pain
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card_ While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat_ At the end of your turn, discard this card_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it_

Volcanic Vents Card 6:
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_

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

Volcanic Vents Card 8:
Guecubu
Monster 3
Traits:
Undead To Acquire:
Combat 15
The Guecubu is immune to the Mental, Electricity, and Poison traits_
After you act, draw a random scourge from the box_

Volcanic Vents Card 9:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

Volcanic Vents Card 10:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk To Acquire:
Combat 10
The difficulty to defeat is increased by twice the scenario’s adventure deck number.~All damage dealt by the Ratfolk Plaguebringer is Poison damage.~Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.~After you act, you are dealt 1d4-1 damage.

Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Enora/cartmanbeck, Ratfolk Plaguebringer somewhere in here.

Shifting Dunes Card 1:
Girtablilu Ranger
Monster 4
Traits:
Trigger
Girtablilu
Poison To Acquire:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3_
Before you act, you are dealt 1d4 Poison damage_

Shifting Dunes Card 2:
Knock
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it_

Shifting Dunes Card 3:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk To Acquire:
Combat 10
The difficulty to defeat is increased by twice the scenario’s adventure deck number.~All damage dealt by the Ratfolk Plaguebringer is Poison damage.~Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.~After you act, you are dealt 1d4-1 damage.

Shifting Dunes Card 4:
Commander Abdallah
Ally 3
Traits:
Human
Fighter To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card_
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile_
Discard this card to explore your location_ Add 1d8 to any combat checks during this exploration_

Shifting Dunes Card 5:
Coffer Corpse
Monster 1
Traits:
Undead To Acquire:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_

Shifting Dunes Card 6:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Shifting Dunes Card 7:
Thousand Stings Whip
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic To Acquire:
Strength
Melee 11
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1_ If proficient with weapons, you may add or subtract 4 from your result_
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_

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

Howling Sands Card 1:
Calikang
Henchman 4
Type: Monster
Traits:
Giant To Acquire:
Combat 19
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.~Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.~If undefeated and the check to defeat had the Acid, Cold, Fire,

Howling Sands Card 2:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Howling Sands Card 3:
Hearth Elemental
Ally 4
Traits:
Elemental
Fire To Acquire:
See Below
To acquire this card, be dealt 1d4+1 Fire damage_
Recharge this card to draw a weapon or an armor from your discard pile_
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location_


Female gnome Arcanist | Tier 4.5

Enora will move to the Windswept Chasm and look around.
Exploring the Windswept Chasm to find a trap that is simply Inevitable. Since it's just a fight if I fail against it, not going to add extra resources.
Knowledge 13: 1d10 + 6 ⇒ (1) + 6 = 7 The trap springs, and Enora is faced with a weird little creature that she recognizes as a Blightwing. Inevitable Trap still banishes.

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.

So it's a Combat 19. Casting Marionette on it, using my BoMasterofMasters to get 2 dice.
Combat 19: 1d10 + 6 + 1d6 + 2d10 ⇒ (9) + 6 + (5) + (7, 10) = 37 Very dead.
Recharge Marionette Arcane 11: 1d10 + 4 ⇒ (3) + 4 = 7 Discarded.

Enora then sends Jelani to explore the area. Discarding Jelani to explore again, finding a Twin Serpent Quarterstaff. Will recharge the Ghost Battling Ring to add 1d8.
Arcane 9: 1d10 + 4 + 1d8 ⇒ (6) + 4 + (1) = 11
She sees a staff that looks quite interesting, seeing its magical properties, and picks it up.

End turn, draw up.

Enora wrote:

Hand: Twin Serpent Quarterstaff, Spellbook, Wayfinder, Byzantine Lexicon, Swipe, Blessing of the Spellbound, Acadamae Scholar,

Displayed: Create Mindscape,
Deck: 10 Discard: 5 Buried: 0
Die Bumps: 4/4
Reroll: Not Used
Notes: I can use the Twin Serpent Quarterstaff to add 2d4 to a Combat check at another location.

Skills and Powers:
SKILLS

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

Hand Size 6 [X] 7
Light Armors Weapons
Powers:
On your check to acquire or recharge a boon that has the Magic trait, you may discard ([X] or recharge) a card that has the Magic trait to add 1d8. ([ ] On your check to acquire any boon, you may do this with a card that has the Book trait.)
After you play a spell ([ ] or acquire a spell or an item that has the Magic trait), you may recharge another random spell ([ ] or a spell of your choice) from your discard pile.
For your combat check, you may discard a spell ([ ] or a boon that has the Magic trait) ([ ] or reveal a card that has the Book trait) to use your Charisma skill + 1d6 ([X] 2d6) and add that card’s adventure deck number and the Arcane, Attack, Cold, and Magic traits. This counts as playing a spell.
[X] When another character fails to acquire a spell that has the Arcane trait or an item that has the Book trait, you may recharge a card to encounter it.
[ ] You may recharge a card that has the Book to trait to examine the top 3 cards of your location deck.

@Hawkmoon: Can you add my displayed Create Mindscape to the Displayed Here for Shifting Dunes, please? It stays there until the location is closed.


During This Adventure: The scourge die is 1d8.
When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.

During This Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:
1–2: Before you act, recharge a random card or suffer the scourge Curse of Poisoning.
3–4: After you act, if the result of your lowest check to defeat exceeded the difficulty by 10 or more, you may immediately attempt to close the location the monster came from.
5–6: Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from.
To win, close all but 2 locations.

Turn: 12, Zarlova/GMAndrew

Scourge Table:

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 18

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Anubis
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11
Discard this card to add 1 die and the Poison trait to any check_
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of Pharasma
Blessing C
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 4
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of the 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 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 Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check_
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile_
Spoiler:
Blessings Deck Card 9
Blessing of Khepri
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Divine 4
When you attempt a check, after you roll the dice, discard this card to change all 1's rolled to 6's_
Display this card at the end of your turn_ While displayed, when you would die, banish this card to shuffle 1d4+1 random cards from your discard pile into your deck_ At the end of the scenario, banish this card_
Discard this card to explore your location_
After you play this card, if the top card of the blessings discard pile has the Healing trait, reset your hand_
Spoiler:
Blessings Deck Card 10
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 12
Concordance’s Favor
Favor 4
Traits:
When this card is discarded from the blessings deck, draw an ally or blessing that has the Acid, Cold, Electricity, Elemental, or Fire trait from the box.~While this card is on top of the blessings discard pile, on your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait, after the roll, you may add or subtract a die.
Spoiler:
Blessings Deck Card 13
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of 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_
Spoiler:
Blessings Deck Card 15
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 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 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_

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 2 I: 0 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None

Hot Springs Card 1 (Calikang):
Calikang
Henchman 4
Type: Monster
Traits:
Giant To Acquire:
Combat 19
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.~Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.~If undefeated and the check to defeat had the Acid, Cold, Fire,

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

Hot Springs Card 3:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

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

Hot Springs Card 5:
Minnothet
Ally 2
Traits:
Human
Shopkeeper To Acquire:
Fortitude
Charisma
Diplomacy 8
Recharge this card to recharge a random armor or item from your discard pile_
Discard this card to explore your location_ Add 2 dice to checks to acquire armor during this exploration_

Oasis
At This Location: When you would defeat a bane that has the Acid trait, reroll the dice; take the new result.
When Closing: Recharge a card that has the Liquid or Divine trait.
When Permanently Closed: On closing, each character at this location may recharge any number of cards that have the Liquid trait from their discard pile.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 3
Located/Displayed Here: None

Oasis Card 1 (Elemental Arachnid):
Elemental Arachnid
Monster 4
Traits:
Construct To Acquire:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits_ You may play any number of armors in this encounter_
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage_
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage_

Oasis Card 2:
Elemental Skin
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0_ While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0_ At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead_

Oasis Card 3:
Miau Pakhet
Ally P
Traits:
Catfolk
Bard
Gambling To Acquire:
Charisma
Diplomacy 13
Recharge this card to allow a character at your location to reroll a die on their check, or discard it to allow him to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location, then put it on the top or bottom of the deck_ Then you may explore your location_

Oasis Card 4:
Bonecrusher Wizard
Monster B
Traits:
Trigger
Bonecrusher
Wizard
Elite To Acquire:
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_

Oasis Card 5:
Blast Glyph
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane To Acquire:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage_
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location_

Oasis Card 6:
Blessing of the Ancients
Blessing C
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

Oasis Card 7:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Oasis Card 8:
Necklace of Fireballs
Item 4
Traits:
Accessory
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 9
For your combat check, banish this card to roll 3d6+12_
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it_

Oasis Card 9:
Ghoul
Monster 1
Traits:
Undead
Ghoul To Acquire:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Oasis Card 10:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite To Acquire:
Wisdom
Divine
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, your Intelligence and Wisdom dice are each d4_ During your exploration, if you encounter a monster, evade it_
At the start of her turn, any character at your location may encounter this card_ If defeated, banish it_

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 0 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 4
Located/Displayed Here: None

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

Scorched Obelisk Card 2:
Alchemical Gas
Barrier C
Traits:
Obstacle
Acid
Elite To Acquire:
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_

Scorched Obelisk Card 3:
Ptemenib
Ally 2
Traits:
Human
Cleric To Acquire:
Charisma
Diplomacy
Divine 8
Recharge this card to examine the top card of 2 locations_
Bury this card to shuffle 1d4+2 cards from your discard pile into your deck_

Scorched Obelisk Card 4:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite To Acquire:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

Scorched Obelisk Card 5:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite To Acquire:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Scorched Obelisk Card 6:
Alchemist's Shield
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude
Craft 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 0 if you recharge a card that has a trait that matches the damage type_ If proficient with light armors, you may play another armor on this check_

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

Scorched Obelisk Card 8:
Flask Thrower
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6_ You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits_
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location_

Scorched Obelisk Card 9:
Rukh
Monster 3
Traits:
Animal
Acid To Acquire:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4_
Damage dealt by the Rukh is Acid damage_
If undefeated, move to a random location_

Scorched Obelisk Card 10:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite To Acquire:
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_

Sulfur Pits
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zarlova/GMAndrew, None

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M: 0 Ba: 2 W: 0 Sp: 1 Ar: 1 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Enora/cartmanbeck, None

Windswept Chasm Card 1:
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_

Windswept Chasm Card 2:
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Windswept Chasm Card 3:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite To Acquire:
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_

Windswept Chasm Card 4:
Thmei
Henchman 4
Type: Monster
Traits:
Trigger
Human
Cultist
Oracle To Acquire:
Combat 24
When you examine this card, you are dealt 1d4 Poison damage_ If this damage is not reduced to 0, draw the scourge Curse of the Sphinx_ Then shuffle Thmei into a random open location_
If defeated, acquire the loot Armband of the Golden Serpent, then you may immediately attempt to close the location this henchman came from_

Windswept Chasm Card 5:
Insanity Mist
Barrier 3
Traits:
Trigger
Trap
Magic To Acquire:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage_
Display this card next to its location_ While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage_

Windswept Chasm Card 6:
Elemental Mastery
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait_
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it_

Windswept Chasm 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_

Windswept Chasm Card 8:
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_

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

Volcanic Vents Card 1:
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_

Volcanic Vents Card 2:
Mace of Ruin
Weapon 4
Traits:
Mace
Melee
Bludgeoning
Acid
Magic To Acquire:
Strength
Melee 11
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4_
Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait_

Volcanic Vents Card 3:
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran To Acquire:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number_
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated_

Volcanic Vents Card 4:
Catching Cape
Armor B
Traits:
Clothing
Light Armor
Offhand
Magic To Acquire:
Constitution
Fortitude 3
OR Craft
Knowledge 5
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2_ You may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_

Volcanic Vents Card 5:
Symbol of Pain
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 9
Display this card_ While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat_ At the end of your turn, discard this card_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it_

Volcanic Vents Card 6:
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_

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

Volcanic Vents Card 8:
Guecubu
Monster 3
Traits:
Undead To Acquire:
Combat 15
The Guecubu is immune to the Mental, Electricity, and Poison traits_
After you act, draw a random scourge from the box_

Volcanic Vents Card 9:
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran To Acquire:
Dexterity
Disable
Stealth
Perception 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If undefeated, each character at your location is dealt 1d4 Ranged combat damage_ First choose allies to discard as your damage, if you have any_

Volcanic Vents Card 10:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk To Acquire:
Combat 10
The difficulty to defeat is increased by twice the scenario’s adventure deck number.~All damage dealt by the Ratfolk Plaguebringer is Poison damage.~Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.~After you act, you are dealt 1d4-1 damage.
Shifting Dunes
At This Location: When your turn begins, shuffle any armor cards in hand into your deck.
When Closing: Summon and defeat the henchman Giant Sand Eel.
When Permanently Closed: No effect.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 3
Located/Displayed Here: Created Mindscape (Enora), Ratfolk Plaguebringer somewhere in here.

Shifting Dunes Card 1:
Girtablilu Ranger
Monster 4
Traits:
Trigger
Girtablilu
Poison To Acquire:
Combat 17
When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3_
Before you act, you are dealt 1d4 Poison damage_

Shifting Dunes Card 2:
Knock
Spell 1
Traits:
Magic
Arcane To Acquire:
Intelligence
Arcane 7
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it_

Shifting Dunes Card 3:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk To Acquire:
Combat 10
The difficulty to defeat is increased by twice the scenario’s adventure deck number.~All damage dealt by the Ratfolk Plaguebringer is Poison damage.~Before you act, succeed at a Fortitude or Perception 5 check or suffer a scourge.~After you act, you are dealt 1d4-1 damage.

Shifting Dunes Card 4:
Commander Abdallah
Ally 3
Traits:
Human
Fighter To Acquire:
Combat 11
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card_
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile_
Discard this card to explore your location_ Add 1d8 to any combat checks during this exploration_

Shifting Dunes Card 5:
Coffer Corpse
Monster 1
Traits:
Undead To Acquire:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_

Shifting Dunes Card 6:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity To Acquire:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Shifting Dunes Card 7:
Thousand Stings Whip
Weapon 4
Traits:
Whip
Melee
Piercing
Poison
Finesse
Magic To Acquire:
Strength
Melee 11
Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1_ If proficient with weapons, you may add or subtract 4 from your result_
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_

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

Howling Sands Card 1 (Calikang):
Calikang
Henchman 4
Type: Monster
Traits:
Giant To Acquire:
Combat 19
The Calikang is immune to the Electricity and Mental traits. The difficulty to defeat is increased by 1d6.~Before you act, each character at your location must attempt a Dexterity or Acrobatics 10 check. Characters who succeed are dealt 1 Electricity damage; characters who fail are dealt 1d4+1 Electricity damage.~If undefeated and the check to defeat had the Acid, Cold, Fire,

Howling Sands Card 2 (Ubashki Swarm):
Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
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_

Howling Sands Card 3 (Hearth Elemental):
Hearth Elemental
Ally 4
Traits:
Elemental
Fire To Acquire:
See Below
To acquire this card, be dealt 1d4+1 Fire damage_
Recharge this card to draw a weapon or an armor from your discard pile_
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location_


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

Zarlova decides to move to the Volcanic Vents.

She explores her location. It's a Blessing of Maat! She can't fail to get it so it is Acquired.

She discards her Blessing of Cayden Cailean to explore again! It's a Mace of Ruin, a weapon 4. She can't make it normally, and it's quite far out of reach so she decides to cast it aside.

She discards her Blessing of Sivanah to explore yet again! It's a Scarab Swarm.
Scenario Stuff: 1d6 ⇒ 4 - Chance to close!

She casts Holy Light at the swarm. She recharges her Evangelist as she's really invested in this check. She also uses the Blessing of Abadar from Alahazra, and saves her own Blessings in case Maat needs to be used.
Combat 14: 2d10 + 3d6 + 6 ⇒ (3, 8) + (4, 5, 4) + 6 = 30

The swarm is defeated by 16, but gets shuffled back into deck. Dunno if this happens before or after attempt to close????

Zarlova "attempts" to close the location by taking 1 fire damage (to the Deathbane Shield), and the location is closed!

Divine 8 (Recharge Holy Light): 1d10 + 6 ⇒ (1) + 6 = 7 - Fail

Volcanic Vents Closed!*
*if the swarm doesn't get shuffled in after the close.

She decides to end her turn.

Curse of Poisoning (Blessing of the Gods 1, Blessing of Maat 2, Social Climber, Find Traps, Wisdom, Inflict, Cure): 1d7 ⇒ 2 - BOO! - Blessing of Maat 2 recharged

Before posting my official hand now... going to Cure
Cure (Zarlova): 1d4 + 1 ⇒ (3) + 1 = 4 - Blessing of Gods 2, Blessing of Pharasma 1, Blessing of Cayden Cailean, Blessing of Maat 1, all blessing weird.
Divine 8 (Cure Recharge): 1d10 + 6 ⇒ (9) + 6 = 15 - Success

Zarlova wrote:

Hand: Blessing of the Gods 1, Social Climber, Find Traps, Wisdom, Inflict,

Displayed: Curse of Poisoning,
Deck: 11 Discard: 5 Buried: 0
Notes:
Sideboard cards:


The Scarab Swarm defeat by 4 is a bit confusing, but basically you need to either defeat it by 4 or have the Fire trait. If you don't meet at least one of those conditions, then it gets shuffled back in. You defeated it by way more than 4, so it wouldn't shuffle back in.

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