[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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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: 13, 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 Anubis:
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_

Blessings Remaining: 17

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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 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 Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of 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 7
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 8
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 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
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 12
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of 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 14
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 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 Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 17
Blessing of 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 Defeat:
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 Defeat:
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 Defeat:
Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_
After you act, the Bonecrusher Wizard deals 1 Poison damage to you_

Oasis Card 5:
Blast Glyph
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; 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 Defeat:
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 Defeat:
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 Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

Scorched Obelisk Card 2:
Alchemical Gas
Barrier C
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

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

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

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 Defeat:
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 Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
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: 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 Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

Windswept Chasm Card 3:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_

Windswept Chasm Card 4:
Thmei
Henchman 4
Type: Monster
Traits:
Trigger
Human
Cultist
Oracle
To Defeat:
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 Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage_
Display this card next to its location_ While displayed, at the start of your turn, succeed at a Wisdom 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
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

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

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

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_

The Concordance

Deck handler link

@Alahazra, if at all possible, can you save your Blessing of Pharasma for Rahali taking on the Calikang. If I get the 3/4 combat overkill option, I will need it to get the dice boost on Drain life to get to the overkill. Thanks!


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

I also have a Blessing of the Gods in case someone needs it.

...and Find Traps to add 2 dice to a check to defeat a barrier.

...and Wisdom if someone is needing help (+3) with Wisdom stuff for a turn.

Zarlova's hand is super helpful this turn.

The Concordance

Deck handler link
Zarlova~ wrote:

I also have a Blessing of the Gods in case someone needs it.

...and Find Traps to add 2 dice to a check to defeat a barrier.

...and Wisdom if someone is needing help (+3) with Wisdom stuff for a turn.

Zarlova's hand is super helpful this turn.

Great! I was preplanning for if I got a 5/6 on the BYE check and the Wisdom & a pharasma blessing would be awesome. Auto defeats the monster without the damage and allows for closing as well.

Also good work on the second close. You are doing some great heavy lifting


deck handler Searching for:

"Thanks Rahali!"
Alahazra reads a few excerpts from Rahali's Tome while casting Cure on herself.

Cure: 1d4 + 1 ⇒ (1) + 1 = 2
1. Cure, 2. Life Drain, 3. Apprentice, 4. Blessing of Abadar: 1d4 ⇒ 4
1. Cure, 2. Life Drain, 3. Apprentice: 1d3 ⇒ 3
recharge DC 8 including tome: 1d12 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9

Alahazra then bids Rahali farewell as she moves to the Scorched Obelisk.
And encounters a Guardian Scroll.
What will happen?: 1d6 ⇒ 5

My only attack is discarding the top card of my deck. Since it is fire it has a good chance of overkilling this and me losing some or all of my cards. So I think it is worth trying to banish it then closing.

After muttering a generic blessing to the gods...
Charisma check DC 11 discarding Blessing of the Gods: 2d12 + 1 ⇒ (1, 1) + 1 = 3
Sigh.
The prayers seem to have no effect so Alahazra uses tried and true attack.

Yoga Flame! Discard top card of deck (Blessing of Gorum) for a magic fire attack: 2d12 + 3 + 2d4 ⇒ (8, 6) + 3 + (2, 4) = 23

It proved to be too effective and triggered some kind of trap.
electricity dmg: 1d4 ⇒ 2
Discard Cloak of Winds and Clockwork Servant.

Alahazra rests.

Alahazra wrote:

Hand: Social Climber, Ruby of Charisma, Blessing of Pharasma, Augury, Stone Weasel,

Displayed:
Deck: 9 Discard: 6 Buried: 0
Notes: Blessing of Pharasma in hand.
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>

Not a good turn for me. But I still have the Blessing of Pharasma.


Female gnome Arcanist | Tier 4.5

Enora continues looking around the Windswept Chasm.
Explore to find Shield Cloak.
Knowledge 8: 1d10 + 6 ⇒ (4) + 6 = 10 She picks it up, shrugs, and puts it on. She seems to be collecting all kinds of explorer's tools today.

Enora sends her Acadamae Scholar to look around, finding a swarm of small mummified kitties. Bah, of course a card that requires two combat checks when I have only one spell in hand. Sigh. Well, first check I'll use Swipe.
Combat 8/10: 1d10 + 6 + 1d8 ⇒ (7) + 6 + (6) = 19 Recharge Swipe Arcane 10: 1d10 + 6 ⇒ (3) + 6 = 9 and I get to recharge Marionette.
All I can do is punch, use a Blessing of the Spellbound on it, and request that BotGods from Zarlova.
Combat 8/10: 3d4 ⇒ (3, 4, 2) = 9 Surprisingly, she smashes the last Ubashki with her bare hands, but gets some sort of poison on her.
Constitution 7: 1d6 ⇒ 4 Auto-fail. I have to bury a card, it'll be the Shield Cloak.

Enora wrote:

Hand: Twin Serpent Quarterstaff, Spellbook, Wayfinder, Byzantine Lexicon, Blessing of Pharasma, Life Drain, Augury,

Displayed: Create Mindscape,
Deck: 8 Discard: 7 Buried: 1
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.


deck handler Searching for:

We need a turn order tab.
Alahazra
Rahali
Enora
Zarlova
I guess we have Rahali go then skip Enora


Turn order now in campaign header. And yeah, we can have Rahali go now to get back on track.


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: 15, Enora/cartmanbeck Rahali

Scourge Table:

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

Top of Blessing Discard Pile:

Blessing of Wadjet:
Blessing of Wadjet
Blessing 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_

Blessings Remaining: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of 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 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 6
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 7
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 8
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 9
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 10
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of 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 12
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 13
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 14
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 15
Blessing of 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 Defeat:
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 Defeat:
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 Defeat:
Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_
After you act, the Bonecrusher Wizard deals 1 Poison damage to you_

Oasis Card 5:
Blast Glyph
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; 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 Defeat:
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 Defeat:
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 ?: 3
Located/Displayed Here: Alahazra/Bigguyinblack, None

Scorched Obelisk Card 1:
Alchemical Gas
Barrier C
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Scorched Obelisk Card 2:
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 3:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

Scorched Obelisk Card 4:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Scorched Obelisk Card 5:
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 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_

Scorched Obelisk Card 7:
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 8:
Rukh
Monster 3
Traits:
Animal
Acid
To Defeat:
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 9:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

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: 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: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Enora/cartmanbeck, None

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

Windswept Chasm Card 2:
Thmei
Henchman 4
Type: Monster
Traits:
Trigger
Human
Cultist
Oracle
To Defeat:
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 3:
Insanity Mist
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage_
Display this card next to its location_ While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage_

Windswept Chasm Card 4:
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 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_

Windswept Chasm 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_

Volcanic Vents
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

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

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: Raheli/MatsuKurisu, None

Howling Sands Card 1 (Calikang):
Calikang
Henchman 4
Type: Monster
Traits:
Giant
To Defeat:
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 Defeat:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

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_

The Concordance

Deck handler link

Rahali's turn - Blessing of Wadjet

Rousing herself from her Meditation and checking that Alahazra has left, Rahali takes on the Giant!
Free explore - Calikang
Scenario BYE: 1d6 ⇒ 2
Sigh. No chance to close. Use Play Mat reroll
Scenario BYE: 1d6 ⇒ 2
Puzzled :-( As I used copy paste, I am changing the text and see what happens
Reroll BYE: 1d6 ⇒ 6
I am assuming the middle dice roll didn't actually reroll. Taking the 6

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.
- Zarlova casts Wisdom, using Alahazra's Blessing of Pharasma) = DC11 3d6 + 3

Wisdom 11: 3d6 + 3 ⇒ (1, 3, 5) + 3 = 12

Banished Monster & Able to attempt to close!

Attempt to Close the Howling Sands. Dexterity DC 8
[Play Good Omen. Add 1 + AD to close check]
Close Dex 8: 1d10 + 1 + 5 ⇒ (10) + 1 + 5 = 16

Success! Closed Howling Sands.

Recharge Good Omen - Arcane 8: 1d8 + 3 ⇒ (6) + 3 = 9
Success! Recharged Good Omen.

End of Turn. Draw up Cleric of Nethys

really appreciated the support! Needed the spell and blessing

Rahali wrote:

Hand: Knot of Isis, Cleric of Nethys, Codex, Binder's Tome, Life Drain, ,

Displayed: Snapping Turtle, , , , , ,
Deck: 10 Discard: 2 Buried: 0
Notes:

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.


You can take the 6, but the second d6 was a true roll. It just happened to get the same result. Duplicate text in the quoted section doesn't impact the result.


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: 16, 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 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: 14

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 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 3
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
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 5
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 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 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
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 9
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 10
Blessing of Abadar
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
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 12
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 13
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 14
Blessing of 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 Defeat:
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 Defeat:
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 Defeat:
Combat 9
When you examine this card, encounter it; its difficulty to defeat is increased by 3_
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you_
After you act, the Bonecrusher Wizard deals 1 Poison damage to you_

Oasis Card 5:
Blast Glyph
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; 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 Defeat:
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 Defeat:
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 ?: 3
Located/Displayed Here: Alahazra/Bigguyinblack, None

Scorched Obelisk Card 1:
Alchemical Gas
Barrier C
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Scorched Obelisk Card 2:
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 3:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

Scorched Obelisk Card 4:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Scorched Obelisk Card 5:
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 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_

Scorched Obelisk Card 7:
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 8:
Rukh
Monster 3
Traits:
Animal
Acid
To Defeat:
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 9:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

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: 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: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Enora/cartmanbeck, None

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

Windswept Chasm Card 2:
Thmei
Henchman 4
Type: Monster
Traits:
Trigger
Human
Cultist
Oracle
To Defeat:
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 3:
Insanity Mist
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage_
Display this card next to its location_ While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage_

Windswept Chasm Card 4:
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 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_

Windswept Chasm 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_

Volcanic Vents
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

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

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


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

Luck of the draw on the closings... and her luck is running out this turn.

Divine 8 (Wisdom Recharge): 1d10 + 6 ⇒ (10) + 6 = 16 - Success

Zarlova decides to head into the unknown, for better or worse. She enters Enora's mindscape and goes to the Shifting Dunes.

She encounters... a Girtablilu Ranger! Oh boy, not good...
Scenario Stuff: 1d6 ⇒ 4 - Chance to close...
Poison Damage: 1d4 ⇒ 3 - No way she's going to make it with no spells...
Zarlova loses every card in her hand and helplessly gets pummeled to death by the merciless, savage ranger. Fail, so it gets shuffled back in.

She ends her turn.
Curse of Poisoning (Blessing of Pharasma 1, Blessing of the Gods 2, Blessing of Cayden Cailean, Augury, Blessing of Maat 1, Pearl of Wisdom, Evangelist: 1d7 ⇒ 2 - Blessing of the Gods 2 gets recharged

Zarlova wrote:

Hand: Blessing of Pharasma 1, Blessing of Cayden Cailean, Augury, Blessing of Maat 1, Pearl of Wisdom, Evangelist,

Displayed: Curse of Poisoning,
Deck: 6 Discard: 9 Buried: 0
Notes:
Sideboard cards:


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

OK, terrible turn for Zarlova but she is ready to support with her blessings.

Blessing of Pharamsa: Two dice on a spell

Blessing of Cayden Cailean: Two dice on a non-combat Strength/Constitution check.

Blessing Maat: +3/-3 on a check after it has been determined.


deck handler Searching for:

Alahazra moves to the Oasis and casts Augury looking for monsters in the immediate area.

Trigger check... none. Putting Elemental Arachnid, Elemental Skin, and Miau Pakhet on the bottom. Will just start from card 4 and move down.
recharge Augury DC 8: 1d12 + 3 ⇒ (12) + 3 = 15

Seeing a scary spider she heads in another direction.

And runs into a Bonecrusher Wizard.
non basic monster check: 1d6 ⇒ 6

Using a blessing on the banish check saves me from 2 damage and a fight but I can't close the location.

Charisma DC 11 using Zarlova's Blessing of Cayden Cailean: 2d12 + 1 ⇒ (8, 11) + 1 = 20

Bonecrusher Wizard banished and spider moved to bottom of deck. But Alahazra will move next turn if she doesn't draw a divine card.

Alahazra wrote:

Hand: Social Climber, Ruby of Charisma, Blessing of the Gods 1, Crystal Ball, Stone Weasel,

Displayed:
Deck: 8 Discard: 7 Buried: 0
Notes: Blessing of the Gods in hand but need it to close location.
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>


BR Hawkmoon wrote:
You can take the 6, but the second d6 was a true roll. It just happened to get the same result. Duplicate text in the quoted section doesn't impact the result.

Apologies. This is the first time I have used the forum dice roller, and I know it locks in values. As I had copied and pasted the forum post line, I wasn't sure if the copy kept the same internal value. Now I know it doesn't. Thanks


deck handler Searching for:

Just realized that Augury only set aside the spider to put on the bottom of the deck, The other 2 cards were shuffled in. Want me to take my post Augury explore over after you shuffle the deck?


I suggest we just leave the Augury as is and call it done.

The Concordance

Deck handler link

Rahali's turn - Blessing of Abadar

"Ohh! That Mindscape looks interesting. I need to investigate that. Come Speedy.
The Witch & the Turtle move over to Shifting Dunes

Free explore - Need to shuffle due to escaped Girtablilu Ranger
Top Card: 1d7 ⇒ 6

Dark storm clouds start rushing in and vicious lightning starts striking around.
Display Lightning Storm at location

Thinking this upcoming storm looks really nasty, Rahali knows she has to push on, FAST!
Discard Cleric of Nethys. Examine top 2, rearrange, explore. Ignoring card number 6 as it is gone
Top Card: 1d6 ⇒ 5
Card 5 - Coffer Corpse
Second Card: 1d5 ⇒ 2
Card 2 - Knock

Rahali REALLY wants that Knock spell, however this we need to try and close.
Rearranges cards

Top Card - 5 - Coffer Corpse
Second Card - 2 - Knock

Rahali rolls her sleves up. "Time to return this Coffer Corpse to the natural cycle."
Encounters Coffer Corpse
Scenario BYE: 1d6 ⇒ 4
3–4: After you act, if your lowest result exceeded the difficulty by 10+, you may immediately attempt to close the location.
Chance to close. Going all out

Recharge Codex for Power 1d10+1+1d8, Reveal Binder's Tome +1d4, Alahazra plays Blessing of the Gods +1d10
Check 1: Combat 8: 1d10 + 1 + 1d8 + 1d4 + 1d10 ⇒ (2) + 1 + (2) + (1) + (2) = 8
That is an App dice roll :-) Passed, but no chance to close :-(. Will only use minimum power from here.
Draw card due to Rahali check success power. Draws Augury

Playing Life Drain 1d8+3+2d4, Reveal Binder's Tome +1d4, Mindscape +1d4
Check 2: Combat 10: 1d8 + 3 + 2d4 + 1d4 + 1d4 ⇒ (7) + 3 + (1, 4) + (4) + (2) = 21
Now I over kill it :-(. Defeat Coffer Corpse. Heal 1 card. Attempt to recharge Life Drain +1d4 Mindscape
Heal: 1 = Toad, 2 = Blessing of the Spellbound, 3 = Cleric of Nethys: 1d3 ⇒ 2
Recharge Arcane 9: 1d8 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6
Discarded Life Drain

Going to Play Augury, looking for Monsters. This will take a while to work out
Rahali starts pulling out a tea set, brewing tea and then looking in the tea leaves "Now where are those monsters ...."

Turn Still in Progress


Matsu Kurisu wrote:
BR Hawkmoon wrote:
You can take the 6, but the second d6 was a true roll. It just happened to get the same result. Duplicate text in the quoted section doesn't impact the result.
Apologies. This is the first time I have used the forum dice roller, and I know it locks in values. As I had copied and pasted the forum post line, I wasn't sure if the copy kept the same internal value. Now I know it doesn't. Thanks

No problem. The forum can definitely be finicky. I just wanted you to know for the future that what you were worried about isn't a problem. The way it locks in rolls is if you delete the dice expression and use it again. So if you rolled 1d4+3 and didn't like it, deleted it and rolled 1d8+1d4, the 1d4 in that second expression would be whatever you got for the 1d4 in the first expression because it is the next 1d4 result you'll get, no matter how many times you delete it and respost it.


Matsu Kurisu wrote:
I suggest we just leave the Augury as is and call it done.

Agreed for multiple reasons. First, you could have possible gotten the cards you did anyway. Second, you gave up your chance to get the Spell 4, which you probably really wanted. So, I think you "hurt" yourself as much as you "helped" yourself.

The Concordance

Deck handler link

Rahali's turn Continues - Blessing of Abadar

Last post getting huge! Continuing in this post :-)
Augury Results
Top card is 2 - Knock. Other available card for randomisation are 1,3,4,7
Second Card: 1,3,4,7: 1d4 ⇒ 1
Second Card is Girtablilu Ranger, which has a trigger
As Rahali is staring into the tea cup, the Girtablilu Ranger pops up from a Sand dune and shoots her a poison arrow at her!
Auto fail the stealth check. Must encounter DC20. BYA 1d4 Poison damage
BYA 1d4 Poison damage: 1d4 ⇒ 3
In a blinding burst of movement, Speedy the Turtle leaps in front of the poison arrow heading toward's his mistresses unsuspecting back.
THWOCK! The arrow bounces of his shell. After that amazing burst of energy, Speedy is spent.
Put turtle on top of deck to reduce the damage to 0.
Rahali spins around and her hair wipes into a frenzy and launches a flurry of items at the despicable Ranger
Recharge Knot of Isis to activate power 1d10+1, Reveal Binder's Tome +1d4, recharge Binder's Tome +1d4, Recharge Codex +1d4
Ranger DC20: 1d10 + 1 + 1d4 + 1d4 + 1d4 ⇒ (10) + 1 + (2) + (2) + (1) = 16
Failure. 4 damage, no cards in hand before damage. Ranger escapes[/occ]

[ooc]Turn PAUSED! Still to resolve remainder of Augury and recharge check for Augury

Help Hawkmoon!! Need assistance here. Not sure how to deal with the remaining card of the Augury. Had I already draw the 3rd card before this encounter or does the ranger escape back into the deck, then I draw the third card. If escape, does that mean the Knock is reshuffled in to the 3rd card draw... Much confusion :-(

Ruling needed I have Arcane via the turtle when I cast Augury, however I have put the Turtle on top of my deck (now I DON'T have Arcane or divine) before I do the recharge check. Option 1 Recharge as normal - had arcane at time of casting. Option 2 Banish Augury, no Arcane skill at time of recharge :-(

Waiting with baited breath


Just realised I didn't roll the scenario BYA when Rahali Triggered the Ranger. May have completely changed the encounter

Scenario BYE roll for Ranger: 1d6 ⇒ 3
OK, just normal combat. No chance for me to overkill. So turn stays as is.


When you examine a deck, you don't shuffle things back into that deck until you finish your examining completely. So the ranger is set aside while you examine the 3rd card. After that, you'll put any monsters you found back, and then you shuffle the deck for the undefeated bane (thus undoing your Augury).

MM Rulebook p14 wrote:
If anything would cause you to shuffle the deck while you are examining cards, shuffle the deck only after you put the cards back.

And I think you won't have Arcane when you get to the "After playing this card..." part of Augury. The good news is, you can take cards from decks B,C,1, and 2 right now if you are short when you rebuild. If it is from one of those decks or lower, you can just get it back by being short a spell after the scenario.


OK, thanks. Makes sense. Will complete Rahali's turn.


deck handler Searching for:

So Enora is back in the turn order and we proceed normally from there. Some locations need updating.

The Concordance

Deck handler link

Rahali's turn Continues pt 2- Blessing of Abadar

Augury Results - Finally :-)
Top card is 2 - Knock. Other available card for randomisation are 1,3,4,7
Third Card: 3,4,7: 1d3 ⇒ 3
Card 7 - Thousand Stings Whip
"What a nice whip!
The escaping Ranger takes the whip and runs back into the Shifting Dunes

So Howling Sands includes Thousand Stings Whip, Knock and a Girtablilu Ranger {With Stealth Trigger}
Location is to be shuffled in cleanup. Lightning Storm is displayed at this location :-(

Augury is Banished!!

End of turn. Finally :-) Draws up Snapping Turtle, Ghost Whip ,Blessing of the Spellbound 2, Blessing of the Gods, Remove Curse

Start of Enora's turn, Rahali displays Snapping Turtle

Rahali wrote:

Hand: , Ghost Whip, Blessing of the Spellbound 2, Blessing of the Gods, Remove Curse, ,

Displayed: Snapping Turtle, , , , , ,
Deck: 9 Discard: 3 Buried: 0
Notes: Blessings available for support

Skills and Powers:
SKILLS

Strength d6 [ooc][ ] +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: 19, 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 Pharasma:
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_

Blessings Remaining: 11

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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 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 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
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 B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of 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 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 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 the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 11
Blessing of 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 Defeat:
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 ?: 2
Located/Displayed Here: Alahazra/Bigguyinblack, None

Oasis Card 1:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
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_

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:
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 4:
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 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

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:
Blast Glyph
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; 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 8:
Ghoul
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Oasis Card 9 - Elemental Arachnid:
Elemental Arachnid
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits_ You may play any number of armors 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_
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 ?: 3
Located/Displayed Here: None

Scorched Obelisk Card 1:
Alchemical Gas
Barrier C
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Scorched Obelisk Card 2:
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 3:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

Scorched Obelisk Card 4:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Scorched Obelisk Card 5:
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 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_

Scorched Obelisk Card 7:
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 8:
Rukh
Monster 3
Traits:
Animal
Acid
To Defeat:
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 9:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

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: 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: 0 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Enora/cartmanbeck, None

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

Windswept Chasm Card 2:
Thmei
Henchman 4
Type: Monster
Traits:
Trigger
Human
Cultist
Oracle
To Defeat:
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 3:
Insanity Mist
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None
When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage_
Display this card next to its location_ While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage_

Windswept Chasm Card 4:
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 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_

Windswept Chasm 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_

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

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: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Raheli/MatsuKurisu, Zarlova/GMAndrew, Lightning Storm,Created Mindscape (Enora), Ratfolk Plaguebringer somewhere in here.

Shifting Dunes Card 1:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk
To Defeat:
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 2:
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 3:
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 4:
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 5:
Girtablilu Ranger
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
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_

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


deck handler Searching for:

Alahazra's augury was successful. Elemental Arachnid should now be on the bottom of the Oasis deck.


It is. I just missed the step of flagging it so you can see the card name in the spoiler tag. I fixed that now.


Female gnome Arcanist | Tier 4.5

Enora has her own Augury, so she's gonna try to stack the deck in her favor. Casting Augury for barriers, likely to move them to the bottom. I find The Second Law (TRIGGER) which gets displayed next to the scenario, then Thmei Henchman (TRIGGER). I'm dealt Poison: 1d4 ⇒ 2 I'll discard my Spellbook and the Byzantine Lexicon AND I get Curse of the Sphinx. Thmei will shuffle into random open location: 1d5 ⇒ 1 the Hot Springs.

Then I examine the third card, Insanity Mist (TRIGGER). Wow, that really couldn't have gone worse for me, could it? Using my BoPharasma which recharges since it's on top, and Requesting a blessing from Raheli, please.
Dexterity 11: 1d6 + 1d6 + 1d6 ⇒ (6) + (4) + (4) = 14 Thank Goodness. I get to put that stupid barrier on the bottom of the deck, and the rest of the deck shuffles.
recharge Augury Arcane 8: 1d10 + 4 ⇒ (6) + 4 = 10 and I get to recharge Swipe, the only spell in my discards.

EDIT: With only good stuff left in this location, and the terrifying barrier now on the bottom, Enora will explore to find random card from 4-6: 1d3 + 3 ⇒ (2) + 3 = 5 a Blessing of Horus. Dexterity 7: 1d6 ⇒ 1 Auto-fail.

Wow, that was painful. At the moment I'll only have 5 cards left in my deck after I draw up, so I'm not going to risk an explore at this second.

Enora wrote:

Hand: Twin Serpent Quarterstaff, Steal Book, Wayfinder, Fiery Glare, Wand of Flying, Life Drain, Scorching Ray,

Displayed: Create Mindscape,
Deck: 8 Discard: 8 Buried: 1
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.
I also have Steal Book, so if you encounter a book or an Arcane spell, I'm grabbing it."

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.
Additional Rules:

The Second Law:

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

Turn: 20, 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 Isis:
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_

Blessings Remaining: 10

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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 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 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
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 5
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
Blessing of 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 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 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 Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 10
Blessing of 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 ?: 2
Located/Displayed Here: None

Hot Springs Card 1:
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 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:
Calikang
Henchman 4
Type: Monster
Traits:
Giant
To Defeat:
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 4:
Thmei
Henchman 4
Type: Monster
Traits:
Trigger
Human
Cultist
Oracle
To Defeat:
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_

Hot Springs Card 5:
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Hot Springs Card 6:
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 ?: 2
Located/Displayed Here: Alahazra/Bigguyinblack, None

Oasis Card 1:
Memories of Violence
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
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_

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:
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 4:
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 5:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

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:
Blast Glyph
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; 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 8:
Ghoul
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Oasis Card 9 (Elemental Arachnid):
Elemental Arachnid
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits_ You may play any number of armors 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_
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 ?: 3
Located/Displayed Here: None

Scorched Obelisk Card 1:
Alchemical Gas
Barrier C
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Scorched Obelisk Card 2:
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 3:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

Scorched Obelisk Card 4:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Scorched Obelisk Card 5:
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 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_

Scorched Obelisk Card 7:
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 8:
Rukh
Monster 3
Traits:
Animal
Acid
To Defeat:
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 9:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_

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: 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: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Enora/cartmanbeck, None

Windswept Chasm Card 1:
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 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_

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

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

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: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Raheli/MatsuKurisu, Zarlova/GMAndrew, Lightning Storm,Created Mindscape (Enora), Ratfolk Plaguebringer somewhere in here.

Shifting Dunes Card 1:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk
To Defeat:
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 2:
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 3:
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 4:
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 5:
Girtablilu Ranger
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
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_

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

The Concordance

Deck handler link

Rahali out turn update
Discarded Blessing of the gods for Enora
Recharged Remove Curse to get rid of Enora's Curse of the Sphinx

Rahali wrote:

Hand: , Ghost Whip, Blessing of the Spellbound 2, , , ,

Displayed: Snapping Turtle, , , , , ,
Deck: 10 Discard: 4 Buried: 0
Notes: Blessings available for support

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.


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

Lightning Storm: 1d4 ⇒ 2 - 2 Damage, discarding Pearl of Wisdom and Evangelist
Lightning Storm Location: 1d7 ⇒ 7
The lightning storm zaps Zarlova and then heads over to the Howling Sands.

Could potentially die with a bad turn, so heading to the hot springs to cast Augury to see what happens, and hopefully the Augury is recharged.

Zarlova head to the Hot Springs.

She casts Augury, hoping for the best, and targeting monsters.

She finds:
First Card

Mistmail Armor 1:
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_

Second Card
Bone Lamellar Armor 1:

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_

Third Card
Another Calikang.

She decides to put the Calikang on top and shuffle the rest.
Divine 8 (Augury Recharge): 1d10 + 6 ⇒ (3) + 6 = 9 - Recharged

Unfit to attack the Calikang, she ends her turn.

Can I get that Remove Curse for my Curse of Poisoning please before rolling? I'd like a guaranteed shot to Cure myself, as I only have 2 cards left in my deck. (And knew the Cure was coming from my recharged cards)

Zarlova wrote:

Hand: Blessing of Pharasma 1, Blessing of Maat 1, Fireblade, Blessing of Pharasma 2, Cure, Blessing of Maat 2, Wisdom,

Displayed: Curse of Poisoning,
Deck: 2 Discard: 12 Buried: 0
Notes:
Sideboard cards:

The Concordance

Deck handler link

Zalova, Sorry, alreadly used remove curse the post above you to get rid of a curse of the sphinx


Female gnome Arcanist | Tier 4.5

Thanks for the curse removal, Raheli! Curse of the Sphinx is pretty terrible...


deck handler Searching for:

Alahazra continues to explore the Oasis hoping her Yoga Flame will protect her.
Not going to risk crystal ball with no attacks in hand.

She is beset with Memories of Violence.
Going to risk it and hope I don't need one of Zarlova's Blessing of Maat.

She tries to fight them off.

charisma DC 8: 1d12 + 1 ⇒ (7) + 1 = 8

After a mighty struggle she shakes off the visions.
She sends her Stone Weasel buddy off to explore.

It finds an Elemental Skin.

Intelligence
Arcane
Wisdom
Divine 12
I think since my divine is charisma I have to just roll int. So I will recharge my Ruby of Charisma to replace my Int die. The pregen put a stat boost in Int so should make it d12 +1.

Int DC 12 not an item sadly: 1d12 + 1 ⇒ (11) + 1 = 12
She picks it up and stows it for now.

"Alright my friend. Adventurers get invited to some of the best parties. But you got to prove yourself. Go out there and look around and I'll put in a good word for you when this is all over"

Off goes the Social Climber.

And he comes back with a Necklace of Fireballs.
int DC 9: 1d8 + 1 ⇒ (4) + 1 = 5

"Okay. I need you to carefully set that down while we slowly walk away. That is far enough, Now we run."

Alahazra takes a breather.

Alahazra wrote:

Hand: Holy Light, Aqueous Orb, Blessing of the Gods 1, Crystal Ball, Elemental Skin,

Displayed:
Deck: 7 Discard: 9 Buried: 0
Notes: Blessing of the Gods in hand.
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>


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

Oh, no problem. I missed that it was already used.

Curse of Poisoning: 1d7 ⇒ 6 - Blessing of Maat 2 is recharged - thank goodness

Out of Turn Stuff

Zarlova heals herself.
Cure: 1d4 + 1 ⇒ (2) + 1 = 3 - Major Cure, Pearl of Wisdom, Spyglass
Divine 8 (Cure Recharge): 1d10 + 6 ⇒ (8) + 6 = 14 - Success

Current Hand:

Zarlova wrote:

Hand: Blessing of Pharasma 1, Blessing of Maat 1, Fireblade, Blessing of Pharasma 2, Wisdom,

Displayed: Curse of Poisoning,
Deck: 7 Discard: 9 Buried: 0
Notes:
Sideboard cards:


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

I now have no issues helping out with Blessings with this hand and having two cures in my deck. She has a Blessing of Pharasma and a Blessing of Maat up for grabs... all pretty darn powerful in this party.

Would prefer to keep one Blessing of Pharasma and her Wisdom. She has the potential this turn to blast the heck outta something.


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.
Additional Rules:

The Second Law:

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

Turn: 22, Raheli/MatsuKurisu
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: 8

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
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 2
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 3
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of 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 5
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 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 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 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 ?: 2
Located/Displayed Here: Zarlova/GMAndrew, None

Hot Springs Card 1:
Calikang
Henchman 4
Type: Monster
Traits:
Giant
To Defeat:
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:
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 3:
Thmei
Henchman 4
Type: Monster
Traits:
Trigger
Human
Cultist
Oracle
To Defeat:
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_

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_

Hot Springs Card 6:
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_

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: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 1 Bl: 2 ?: 2
Located/Displayed Here: Alahazra/Bigguyinblack, None

Oasis Card 1:
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 2:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Oasis Card 3:
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 4:
Blast Glyph
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; 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 5:
Ghoul
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Oasis Card 6 (Elemental Arachnid):
Elemental Arachnid
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits_ You may play any number of armors 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_

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 ?: 3
Located/Displayed Here: None

Scorched Obelisk Card 1:
Alchemical Gas
Barrier C
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Scorched Obelisk Card 2:
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 3:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

Scorched Obelisk Card 4:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Scorched Obelisk Card 5:
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 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_

Scorched Obelisk Card 7:
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 8:
Rukh
Monster 3
Traits:
Animal
Acid
To Defeat:
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 9:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
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: 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: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Enora/cartmanbeck, None

Windswept Chasm Card 1:
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 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_

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

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

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: 0 W: 1 Sp: 1 Ar: 0 I: 0 Al: 1 Bl: 0 ?: 2
Located/Displayed Here: Raheli/MatsuKurisu, Create Mindscape (Enora), Ratfolk Plaguebringer somewhere in here.

Shifting Dunes Card 1:
Ratfolk Plaguebringer
Henchman 4
Type: Monster
Traits:
Poison
Veteran
Ratfolk
To Defeat:
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 2:
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 3:
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 4:
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 5:
Girtablilu Ranger
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
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_

Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lightning Storm

The Concordance

Deck handler link

Rahali's turn - Blessing of the Ancients

Remember The Second Law:
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.

Free explore. Discovers Ratfolk Plaguebringer. Possible change to close!Going to be a Combat 28 (rat) followed by a combat 19 (Eel). Tough with only 2 cards in hand, however could do it with a bunch of support
Scenario BYE: 1d6 ⇒ 3

Won't be able to handle the Voices of the Spire in between the two combats. Aiming to recharge and have empty hand after Rat. Bounce the Voices and not close

BYA Fort 5: 1d6 + 2 ⇒ (1) + 2 = 3
Suffers Scourge :-(. At least it wasn't too bad
Scourge 1d8: 1d8 ⇒ 2
Display Curse of Poisoning
Combat 18 - Ghost Whip 1d8 + 3 + 2d8, Recharge Blessing of Spellbound 1d10
Combat 18: 1d8 + 3 + 2d8 + 1d10 ⇒ (5) + 3 + (5, 5) + (2) = 20
Recharge Arcane 10: 1d10 + 3 ⇒ (1) + 3 = 4
Failed recharge. Spell discarded. Took 1 damage. Turtle on top of deck to block damage.
Rat escapes, location needs reshuffle

End of Turn. Draw up Snapping Turtle, Spellbook, Byzantine Lexicon, Blessing of the Spellbound, Good Omen
Poisoning Recharge 1-5: 1d5 ⇒ 4
Recharged Blessing of the Spellbound
Display Snapping Turtle start of next persons turn

Well that was a completely Suck turn :-(. Reminder this is my last post until Late Sunday night. Have fun

Rahali wrote:

Hand: , Spellbook, Byzantine Lexicon, , Good Omen, ,

Displayed: Snapping Turtle, Curse of Poisoning, , , , ,
Deck: 8 Discard: 5 Buried: 0
Notes:

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

I'm not understanding why Raheli would have had to fight the Voices of the Spire, since the Ratfolk Plaguebringer is not a barrier. I also can't figure out why he said "Rat escapes", as he rolled high enough to defeat it. I think we need to get these things verified before we can continue...

In the meantime, I'm going to apply two boons that I got at PaizoCon to Enora here, Elemental Scholar (the Concorance Faction Reward) and Foreign Trader. I'll send Mark proof of both of them soon, and type the text into Enora's profile.

The Concordance

Deck handler link
ACG - Enora wrote:
I'm not understanding why Raheli would have had to fight the Voices of the Spire, since the Ratfolk Plaguebringer is not a barrier. I also can't figure out why he said "Rat escapes", as he rolled high enough to defeat it. I think we need to get these things verified before we can continue...

S$$@. You are right on both counts. I was rushing and miss read the Second Law, thought it was BANE by 6 not BARRIER. Then when I previewed the combat I was sure it said total 17 not 20.

Not having to face the voices would completely change my strategy as I would have tried to close, however needing resources from others.
Can I just wipe that turn and redo it again using the strategy in the discussion post? However would be Monday as I am away from computer


I think that's fine. Go back and fix it and we'll pick up on Monday. I've got a busy weekend anyway.

The Concordance

Deck handler link

Rahali's turn redux - Blessing of the Ancients
Replacement turn

Remember The Second Law:
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.

"Wow! That was such a weird dream. Glad that all didn't happen. Speedy, we need to really go full out to make sure that doesn't happen." says Rahali as she headed into Shifting Dunes

Free explore. Discovers Ratfolk Plaguebringer. Possible change to close!Going to be a Combat 28 (rat) followed by a combat 19 (Eel). Tough with only 2 cards in hand, however could do it with a bunch of support
Scenario BYE: 1d6 ⇒ 3

BYA Fort 5: 1d6 + 2 ⇒ (2) + 2 = 4
Using prior scourge role. Curse of poisoning

Combat 18 - Ghost Whip 1d8 + 3 + 2d8, Enora Twin Serpent Quarterstaff +2d4, Zarlova Blessing of Pharasma +2d8
Combat 18: 1d8 + 3 + 2d8 + 2d4 + 2d8 ⇒ (5) + 3 + (1, 2) + (3, 1) + (7, 5) = 27

Recharge Arcane 10: 1d10 + 3 ⇒ (3) + 3 = 6
Failed. Discarded Ghost Whip.
BYA 1d4 Poison damage: 1d4 ⇒ 2
As the Ratfolk gasps his dying breath he spits a nasty bile towards our witch. Once again Speedy saves the day!
Place Snapping Turtle on top of Deck to reduce incoming damage to 0

With much efforts from the party, Rahali successfully defeats the Ratfolk Plaguebringer and see's a why to close off the Shifting Dunes from the Villain's ability to escape. All she has to do is defeat a huge Eel with only her inate combat proess (and a LOT of help from friends :-) )

Combat vs Giant Sand Eel. Rahali Power (Recharge Blessing) 1d10+1+1d8,
Enora Twin Serpent Quarterstaff +2d4

Combat 19: 1d10 + 1 + 1d8 + 2d4 ⇒ (6) + 1 + (4) + (3, 2) = 16

After a long valient struggle, the Giant Sand Eel looks like it has the upper hand and is about to eat our Witch. She calls on the Power of Maat, and just manages to defeat the Eel! Location closed!
Missing by 3. Use Zarlova's 2nd Blessing of Maat to +3, 16 + 3 = 19 = Success. Shifting Dunes closed!

Keeping end of turn the same. i.e. End of Turn. Draw up Snapping Turtle, Spellbook, Byzantine Lexicon, Blessing of the Spellbound, Good Omen
Poisoning Recharge 1-5: 1d5 ⇒ 4
Recharged Blessing of the Spellbound
Display Snapping Turtle start of next persons turn

Rahali wrote:

Hand: , Spellbook, Byzantine Lexicon, , Good Omen, ,

Displayed: Snapping Turtle, Curse of Poisoning, , , , ,
Deck: 8 Discard: 5 Buried: 0
Notes: Good omen available to add +5 to an attempt to close or acquire good loot

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 will use her Wand of Flying to determine where she might want to go. Examining the top card of Oasis and Hot Springs. At the Oasis, Miau Pakhet (Ally P), and at Hot Springs, the Calikang henchman. I'm unlikely to be good at defeating an Acid Pool, so I'll go to the Oasis. Will recharge Fiery Glare to add 1d8 to my recharge check.
Wand of Flying recharge Arcane 12: 1d10 + 4 + 1d8 ⇒ (4) + 4 + (3) = 11 Bah. Buried.

Flying over to the Oasis, Enora looks around to find her feline friend Miau Pakhet. Zarlova, could I have one of your blessings? The reroll given by Miau Pakhet could be very useful.
Diplomacy 13: 1d10 + 3 + 1d10 ⇒ (7) + 3 + (1) = 11 LOL... sucks. Miau Pakhet banished.

That's it for me at the moment, end turn, draw up.

Enora wrote:

Hand: Twin Serpent Quarterstaff, Steal Book, Wayfinder, Twisted Space, Blessing of the Elements, Life Drain, Scorching Ray,

Displayed: Create Mindscape,
Deck: 6 Discard: 8 Buried: 2
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.
I also have Steal Book, so if you encounter a book or an Arcane spell, I'm grabbing it."

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.
Additional Rules:

The Second Law:

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

Turn: 24, Zarlova/GMAndrew, turn number 1 in game Game#41: [CAG] Season of Factions' Favor Adventure 4+, run by Hawkmoon
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:

Concordance’s Favor:
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.

Blessings Remaining: 6

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of 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 3
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 6
Blessing of 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 ?: 2
Located/Displayed Here: Zarlova/GMAndrew, None

Hot Springs Card 1 (Calikang):
Calikang
Henchman 4
Type: Monster
Traits:
Giant
To Defeat:
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:
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 3:
Thmei
Henchman 4
Type: Monster
Traits:
Trigger
Human
Cultist
Oracle
To Defeat:
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_

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_

Hot Springs Card 6:
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_

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: 1 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 2 ?: 2
Located/Displayed Here: Alahazra/Bigguyinblack, Enora/cartmanbeck, None

Oasis 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_

Oasis Card 2:
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 3:
Blast Glyph
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12
When you examine this card, succeed at an Intelligence or Arcane 10 check; 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 4:
Ghoul
Monster 1
Traits:
Undead
Ghoul
To Defeat:
Combat 11
The Ghoul is immune to the Mental and Poison traits_
If undefeated, end your turn_

Oasis Card 5 (Elemental Arachnid):
Elemental Arachnid
Monster 4
Traits:
Construct
To Defeat:
Combat 17
The Elemental Arachnid is immune to the Mental and Poison traits_ You may play any number of armors 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_

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 ?: 3
Located/Displayed Here: None

Scorched Obelisk Card 1:
Alchemical Gas
Barrier C
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7
If undefeated, display this barrier next to the location deck_
If you start your turn at this location, bury a weapon or an armor_ Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card_

Scorched Obelisk Card 2:
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 3:
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, after you roll a combat check against a monster, roll your Wisdom or Knowledge skill_ If your combat check to defeat the monster exceeds the difficulty of the check plus the result, draw the scourge Curse of the Ravenous, then banish this card_

Scorched Obelisk Card 4:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Scorched Obelisk Card 5:
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 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_

Scorched Obelisk Card 7:
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 8:
Rukh
Monster 3
Traits:
Animal
Acid
To Defeat:
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 9:
Blasphemous Priest
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10
The Blasphemous Priest is immune to the Mental and Poison traits_ If the check to defeat has the Divine trait, the difficulty is increased by 2d4_
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: 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: 1 W: 0 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None

Windswept Chasm Card 1:
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 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_

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

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

Shifting Dunes
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Raheli/MatsuKurisu, Create Mindscape (Enora), Ratfolk Plaguebringer somewhere in here.

Howling Sands
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Lightning Storm


deck handler Searching for:

Deleted my post. Apparently a turn order consisting of 4 people is too complex for me to grasp.


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

Seeing the Concordance's Favor come up, Zarlova decides to draw a blessing from the box.

Am I missing something? Need a random blessing from the box with the Acid, Cold, Electricity, Elemental, or Fire trait, but don't see where I could draw it here.

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