[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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The Concordance

Deck handler link

Rahali - Out of Turn update
1d4 poison: 1d4 ⇒ 3 - Put Snapping Turtle on top of deck to reduce damage by 4
Sphinx - Top of deck damage 1d4: 1d4 ⇒ 2 - Snapping Turtle, Ring of the Grasping Grave,

NOTE - No longer have Arcane or Fortitude skills

Rahali wrote:

Hand: Blessing of Maat, Augury, Blessing of the Gods, Blessing of Pharasma, Staff of Minor healing , ,

Displayed: , , , , , ,
Deck: 9 Discard: 7 Buried: 2
"Notes: Blessings available. Maat allows Discard this card after any check is rolled to add or subtract up to 3 from the result
"

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 +2 [ ]+3 [ ] +4
- Disable: Dexterity +2
Constitution d6 [ ] +1
Intelligence d8 +1 [ ] +2 +3 [ ] +4
- Knowledge: 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 ([X] plus the item's highest adventure deck number) to your check.


Grazzle's Deck Desired loot Blessing 4

poison dmg: 1d4 ⇒ 2
Safety Bubble: 1d4 ⇒ 3

Thanks to the bubble Grazzle escapes unharmed.

The Concordance

Deck handler link
Zarlova~ wrote:

Zarlova casts Cloudburst at the Sphinx. She also discards her Blessing of Isis to try to win.

[dice=Combat 20]2d10+3d6+7+2
Well, crap. Blessing of Maat will not be enough to get that check within the sweet spot, and Rahali can't use 2 of them on one check I don't believe.

Do you have a die bump available? If you spend one and then use Rahali's BoGods(Maat) it would get you to 25 and no poison damage

The Concordance

Deck handler link
Grazzle BGiB wrote:

[dice=poison dmg]1d4

[dice=Safety Bubble]d4

Thanks to the bubble Grazzle escapes unharmed.

Still have to do the sphinx after act discard top 1d4 cards :-)


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

I have 3 available. I guess I could spend one to bump it up, especially since I will have 3 again after this for potential raises.

Will spend a die bump and use a Blessing from Rahali to have no one take poison damage


Grazzle's Deck Desired loot Blessing 4

discarded from deck: 1d4 ⇒ 3

Holy Javelin, Armor of the Sands, Pyrotechnic Blast.

Grazzle does some quick healing.

Major Cure auto recharge: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Armor of the Sands, Pyrotechnic Blast, Djinni Quarterstaff, Holy Javelin.

The Concordance

Deck handler link
Rahali - Witch- Matsu Kurisu wrote:

Rahali - Out of Turn update

Rahali - Out of Turn update - VERSION 2

Discard Blessing of the Gods to Zarlova's check

Sphinx - Top of deck damage 1d4: 1d4 ⇒ 1 - Ring of the Grasping Grave, Cleric of Nethys

Rahali wrote:

Hand: Blessing of Maat, Augury, , Blessing of Pharasma, Staff of Minor healing , ,

Displayed: Snapping Turtle, , , , , ,
Deck: 8 Discard: 8 Buried: 2
"Notes: Blessings available. Maat allows Discard this card after any check is rolled to add or subtract up to 3 from the result
"

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 +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 ([X] 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.


Grazzle's Deck Desired loot Blessing 4

Enora Discarded cards: 1d4 ⇒ 4

Grazzle will channel his gifts in hopes of using Major Cure again.

Cast and auto recharge channel the gift to search deck for major cure. Starting Grazzle's turn

Grazzle will heal his allies from afar.

Discarding 7 cards to Heal everyone for 5. Will heal more next turn. Hide Armor of Fire Resistance, Blessing of Milani, Blessing of Pharasma 2, Blessing of Abadar, Find Traps, Restorative Touch, Pyrotechnic Blast.

Then himself.

cure major wounds auto recharge: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Nice. Restorative Touch, Blessing of Pharasma 2, Blessing of Milani, Pyrotechnic Blast, Blessing of Abadar.

Grazzle heard about the nearby club so goes to pick it up.

But it is too heavy for him to lift.

He sends the Maftet Hunter to scout.
Refresh hand discarding Scorpion Whip aq and Wand of Detect Magic. Draw Blessing of Milani, Djinni Quarterstaff, Channel the Gift, Eruption Loot, Armor of the Sands, Restorative Touch.

He runs into the Henchman Blightwing and instantly blasts it with eruption.

Combat 19 using and auto recharging Eruption: 1d8 + 9 + 3d8 + 2 + 2d6 ⇒ (8) + 9 + (1, 2, 2) + 2 + (6, 3) = 33

It leaves behind Second random weapon Corrosive Dagger +1
dexterity 7 discarding blessing of milani: 3d6 ⇒ (6, 2, 4) = 12

Grazzle heals then rests.

Restorative Touch auto recharge: 1d4 + 1 ⇒ (4) + 1 = 5

Discard Corrosive Dagger and Djini Quarterstaff then draw up.

Grazzle wrote:

Hand: Blessing of Pharasma 2, Fire Snake, Blessing of Thoth aq, Scorpion Whip aq, Blessing of Milani, Armor of the Sands, Channel the Gift,

Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Thoth 2 dice for wisdom non combat or cold, Channel the Gift can search your deck for any spell but only if at my location, Milani: 2 dice for dexterity or wisdom non combat
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Spell
Hand Size 7
Proficient with: Light Armor
Powers:
<Power 1> You automatically succeed at your check to recharge a spell ([ ] and you may shuffle it into your deck instead).
<Power 2> At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed ([x] 1 plus) twice the number of cards you discarded.
<Power 3> [x] Add 2 to your check that invokes the Attack trait.
<Power 4> You may recharge a card that has the Divine trait to examine the top card ([ ] or top 2 cards) of a location deck at any occupied location ([x] and during this examination, you may ignore any powers on the examined card ).
<Power 5>

The Concordance

Deck handler link

Rahali - Out of Turn Update

Grazzle BGiB wrote:
Heal everyone for 5.

Assuming this means each character gets to heal 5 each! (Wow Grazzle is amazing!)

NOT Healing: 1d7 ⇒ 61d6 ⇒ 4
Life Drain
Toad
Ghost Whip
Augury
Blessing of the Gods
Ring of the Grasping Grave:
Cleric of Nethys

Remaining cards in discard pile = Ring of the Grasping Grave, Augury

Rahali wrote:

Hand: Blessing of Maat, Augury, , Blessing of Pharasma, Staff of Minor healing , ,

Displayed: Snapping Turtle, , , , , ,
Deck: 13 Discard: 2 Buried: 2
"Notes: Blessings available. Maat allows Discard this card after any check is rolled to add or subtract up to 3 from the result
"

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 +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 ([X] 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.


Grazzle's Deck Desired loot Blessing 4

Yes. Discarded 7 cards for that amount x2 [x] +1 divided however I want. With Channel the Gift in hand I can search up Major Cure and use it after another big heal next turn.

The Concordance

Deck handler link

Woot! The healing machine!!


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

Healed -> Blessing of the Ancients 2, Social Climber, Spyglass, Major Cure, Blessing of the Gods 2

Also redrew hand as I realized I put Whip of Centipedes on top, so Scry is no longer in her hand.

Also, something weird is happening with the handler. Gonna look into it, but for some reason when I delete Blessing of the Ancients 2 (and specifically that card) from my discard it doesn't increase my deck total...

Zarlova wrote:

Hand: Cure, Minnothet, Pearl of Wisdom, Blessing of Milani, Kohl of Uncanny Discernment, Blessing of Sivanah, Whip of Centipedes,

Displayed:
Deck: 15 Discard: 4 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
Zarlova~ wrote:
Also, something weird is happening with the handler. Gonna look into it, but for some reason when I delete Blessing of the Ancients 2 (and specifically that card) from my discard it doesn't increase my deck total...

Don't know how or why, but changing the order of my cards in DON'T LOOK seemed to fix it.


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: After drawing starting hands, each character discards the top 1d4 cards of his deck.
After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.

Turn: 14, 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

Random Cards:

Monsters
Spoiler:
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_

Spoiler:
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_

Spoiler:
Sun Falcon
Monster 1
Traits:
Animal
Fire
To Defeat:
Combat 11
The Sun Falcon is immune to the Fire trait_ All damage dealt by the Sun Falcon is Fire damage_ If the check to defeat the Sun Falcon has the Cold trait, add 1d8_
If defeated, shuffle the Sun Falcon into the blessings deck_
When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box_

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

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

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

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

Spoiler:
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_

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

Spoiler:
The Third 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 location is permanently closed, roll 1d6_ If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card_

Weapons
Spoiler:
Spelldagger
Weapon C
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged
Arcane 4
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1_
When you play a spell that has the Attack trait, you may discard this card to add 1d4 to your combat check_

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

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

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

Spoiler:
Icy Longspear +1
Weapon C
Traits:
Spear
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10
For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait_
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result_

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

Spoiler:
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_

Spoiler:
Locate Object
Spell 1
Traits:
Magic
Acrance
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6
Discard this card to examine cards in your location deck until you find a boon_ Encounter that boon, then shuffle your location_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it_

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

Spoiler:
Ice Storm
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8_ Ignore any non-villain monster's power that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it_

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

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

Spoiler:
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_

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

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

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

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

Spoiler:
Bloodroot Poison
Item 3
Traits:
Liquid
Poison To Acquire:
Intelligence
Craft 9
Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon_ After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck_

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

Spoiler:
Brilliance of Ra
Item B
Traits:
Trigger
Object
Magic
Ra To Acquire:
Strength
Knowledge
Divine 5
When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card_
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait_
Recharge this card to add the Fire trait to your check_

Allies
Spoiler:
Stained Glass Elemental
Ally C
Traits:
Elemental
Electricity
Veteran To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_

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

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

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

Spoiler:
Fire Gecko
Ally B
Traits:
Animal
Elemental
Fire To Acquire:
Wisdom
Survival 4
Reveal this card to add 1d4 and the Fire trait to your Combat check_ If you do not defeat the bane, discard this card before taking damage_
Discard this card to explore your location_ Add 1d4 and the Fire trait to your combat checks during this exploration_

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

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

Spoiler:
Blessing of 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:
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait_
Discard when you shuffle cards from your discard pile into your deck_ Shuffle in an additional 1d4_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile_

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: 16

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of 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 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 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 Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
Spoiler:
Blessings Deck Card 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 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
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of Ra
Blessing 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 12
Concordance’s Favor
Favor 4
Traits:
When this card is discarded from the blessings deck, draw an ally or blessing that has the Acid, Cold, Electricity, Elemental, or Fire trait from the box.~While this card is on top of the blessings discard pile, on your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait, after the roll, you may add or subtract a die.
Spoiler:
Blessings Deck Card 13
Blessing of 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 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 the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 16
Blessing of 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_

Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Villain in here.

Altar of Riddles Card 1:
Half-Fiend Sphinx
Villain 4
Type: Monster
Traits:
Trigger
Outsider
Sphinx
Inquisitor
To Defeat:
Combat 20
OR Divine 14
When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand and reset your hand_
If your combat check to defeat does not have the Attack or Ranged trait, the difficulty to defeat is increased by 3_
If defeated, if check to defeat did not exceed 24, each other character is dealt 1d4 Poison damage_

Altar of Riddles Card 2:
Warrior Dolls
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10
The Warrior Dolls are immune to the Mental and Poison traits_ The difficulty to defeat is increased by twice the current scenario's adventure deck number_ If the check to defeat has the Fire trait, add 1 die_
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck_
If defeated, you may immediately attempt to close the location this henchman came from_

Crypt
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

Scorched Ruins
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/Bigguyinblack,

Safety Bubble:

Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Display this card at your location_ When a character at this location is dealt damage, reduce it by 1d4_ When the location is closed, discard this card_ If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it_
Create Mindscape

Chisisek's Tomb
At This Location: All monsters have the Undead trait, are immune to Mental and Poison, and all damage dealt by them is Cold damage.
When Closing: Summon and defeat the henchman Theletos.
When Permanently Closed: On closing, draw a random spell from the box.
M: 3 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Enora/cartmanbeck, None

Chisisek's Tomb Card 1:
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_

Chisisek's Tomb Card 2:
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6
When you examine this card, you are dealt 1 Poison damage_ Then encounter this card_
The difficulty to defeat is increased by twice the scenario's adventure deck number_
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from_

Chisisek's Tomb Card 3:
Holy Light
Spell B
Traits:
Magic
Divine
Attack
Elite To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Chisisek's Tomb Card 4:
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7
If undefeated, each character at this location is dealt 1d4 Poison damage_

Chisisek's Tomb Card 5:
Potion of Energy Resistance
Item B
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location_ Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4_

Chisisek's Tomb Card 6:
Beheaded
Henchman 1
Type: Monster
Traits:
Undead
To Defeat:
Combat 12
OR Arcane
Divine 10
The Beheaded is immune to the Mental and Poison traits_
Before you act, roll 1d4_ Each character at your location is dealt 1 damage of this type:
1_ Fire
2_ Acid
3_ Cold
4_ Electricity
If defeated, you may immediately attempt to close the location this henchman came from_

Chisisek's Tomb Card 7:
Shasalqu
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits_
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_

Chisisek's Tomb Card 8:
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_
Ruined Temple
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

Peasant Tombs
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


Female gnome Arcanist | Tier 4.5

Forgot to recharge my spells when the Scorched Ruins were closed. Will recharge Steal Book and Swipe to make sure I recharge them.
recharge Create Mindscape Arcane 11: 1d10 + 4 + 1d8 ⇒ (8) + 4 + (2) = 14
recharge Safety Bubble Arcane 13: 1d10 + 4 + 1d8 ⇒ (9) + 4 + (7) = 20 Both recharged.

Enora continues delving into the Tomb. Exploring to find a Ghoul. Ha! Scorching Ray his ass.
Combat 11: 1d10 + 4 + 2d6 ⇒ (3) + 4 + (1, 4) = 12 Defeated (barely).

Recharge Scorching Ray Arcane 8: 1d10 + 4 ⇒ (8) + 4 = 12 Recharged.

Discarding Blessing of the Seventh Veil to explore once more. Scarab Swarm (Combat 14 at this point). Discarding Twisted Space to use my character power and send it into oblivion. I add an extra die from the Bo7thVeil.

Combat 14/18: 1d10 + 4 + 2d6 + 3 + 1d10 ⇒ (10) + 4 + (4, 3) + 3 + (9) = 33 Defeated and banished.

End turn, draw up.

Enora wrote:

Hand: Shy Ratani, Spellbook, Blessing of the Master of Masters, Byzantine Lexicon, Marionette, Fiery Glare, Life Drain,

Displayed: Curse of Poisoning,
Deck: 6 Discard: 6 Buried: 1
Die Bumps: 3/4
Reroll: Used
Notes:

Skills and Powers:
SKILLS

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

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

curse of poisoning recharge: 1d7 ⇒ 4 Byzantine Lexicon


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: After drawing starting hands, each character discards the top 1d4 cards of his deck.
After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.

Turn: 15, 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

Random Cards:

Monsters
Spoiler:
Thunder Lizard
Monster 3
Traits:
Dragon
Electricity
To Defeat:
Combat 13
The Thunder Lizard is immune to the Electricity trait_
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location_

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

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

Spoiler:
Vanth
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13
The Vanth is immune to the Poison trait_
Before you act, draw a random scourge from the box_

Spoiler:
Royal Naga
Monster 4
Traits:
Aberration
To Defeat:
Combat 16
THEN Combat 16
Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga_
If the check to defeat has the Cold trait, add 1d8_
For each of your combat checks, shuffle all your weapons and cards that have the Attack trait together and randomly choose 1 to play_

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

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

Spoiler:
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9
If undefeated, you are dealt 3 Combat damage; display this card next to its location deck_ While displayed, characters at this location may not move, be moved, or explore_ At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you_
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card_

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

Spoiler:
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_

Weapons
Spoiler:
Chakram
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8_
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act_
When playing another weapon, you may discard this card to add 1d4 to your combat check_

Spoiler:
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_

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

Spoiler:
Poisoned Sand Tube
Weapon B
Traits:
Blowgun
Ranged
Poison
Alchemical
Elite To Acquire:
Intelligence
Craft
Knowledge
Ranged 6
For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead_ After you act, each character at this location is dealt 1 Poison damage_

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

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

Spoiler:
Ice Storm
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8_ Ignore any non-villain monster's power that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it_

Spoiler:
Flames of the Faithful
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5
Display this card next to your deck_ While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait_ At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check_ If you succeed, recharge this card; if you fail, discard it_

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

Spoiler:
Acid Splash
Spell B
Traits:
Magic
Arcane
Acid
Attack To Acquire:
Intelligence
Arcane 4
For your combat or disable check, discard this card to use your Arcane skill + 1d6_
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it_

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

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

Spoiler:
Falcon Crown
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Wisdom
Divine 10
Recharge this card to reduce all damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6_ If the bane has the Undead trait, you may bury this card to add another 1d6_ This counts as playing a spell_
If proficient with light armors, you may recharge this card when you play a spell_

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

Spoiler:
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_

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

Spoiler:
Frost Staff
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell_
Bury this card to evade a non-villain, non-henchman monster you encounter_

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

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

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

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

Spoiler:
Neb-at
Ally 1
Traits:
Human
Smuggler To Acquire:
Charisma
Diplomacy 6
Recharge this card to add 1 die to your check against a card that has the Animal trait_
Discard this card to explore your location_

Spoiler:
Ubashki
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card
Recharge this card to reduce damage dealt to you by 2_
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power_
Discard this card to explore your location_

Spoiler:
Stained Glass Elemental
Ally B
Traits:
Elemental
Electricity
Veteran To Acquire:
Charisma
Survival
Arcane 9
Reveal this card to add 1d8 and the Electricity trait to your combat check_ If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck_
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check_

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

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

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

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

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

Spoiler:
Blessing of 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_

Top of Blessing Discard Pile:

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

Blessings Remaining: 15

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
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 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 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 Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_
Spoiler:
Blessings Deck Card 6
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 7
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 8
Blessing of 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 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 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
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 the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 13
Blessing of 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 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 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_

Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 2
Located/Displayed Here: Villain in here.

Altar of Riddles Card 1:
Half-Fiend Sphinx
Villain 4
Type: Monster
Traits:
Trigger
Outsider
Sphinx
Inquisitor
To Defeat:
Combat 20
OR Divine 14
When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand and reset your hand_
If your combat check to defeat does not have the Attack or Ranged trait, the difficulty to defeat is increased by 3_
If defeated, if check to defeat did not exceed 24, each other character is dealt 1d4 Poison damage_

Altar of Riddles Card 2:
Warrior Dolls
Henchman 1
Type: Monster
Traits:
Construct
Swarm
Veteran
To Defeat:
Combat 10
The Warrior Dolls are immune to the Mental and Poison traits_ The difficulty to defeat is increased by twice the current scenario's adventure deck number_ If the check to defeat has the Fire trait, add 1 die_
If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck_
If defeated, you may immediately attempt to close the location this henchman came from_

Crypt
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

Scorched Ruins
Closed
At This Location: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/Bigguyinblack,

Safety Bubble:

Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Display this card at your location_ When a character at this location is dealt damage, reduce it by 1d4_ When the location is closed, discard this card_ If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it_
Create Mindscape

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

Chisisek's Tomb Card 1:
Holy Light
Spell B
Traits:
Magic
Divine
Attack
Elite To Acquire:
Wisdom
Divine 8
For your combat check, discard this card to use your Divine skill + 2d6_ If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

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

Chisisek's Tomb Card 3:
Potion of Energy Resistance
Item B
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 4
Banish this card and choose a character at your location_ Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4_

Chisisek's Tomb Card 4:
Beheaded
Henchman 1
Type: Monster
Traits:
Undead
To Defeat:
Combat 12
OR Arcane
Divine 10
The Beheaded is immune to the Mental and Poison traits_
Before you act, roll 1d4_ Each character at your location is dealt 1 damage of this type:
1_ Fire
2_ Acid
3_ Cold
4_ Electricity
If defeated, you may immediately attempt to close the location this henchman came from_

Chisisek's Tomb Card 5:
Shasalqu
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9
The Shasalqu is immune to the Cold and Fire traits_
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards_
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage_

Chisisek's Tomb Card 6:
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to any check to defeat a barrier_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Ruined Temple
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

Peasant Tombs
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

The Concordance

Deck handler link

Rahali Turn - Blessing of Abadar

Pick up Tonbarse. Move to Altar of Riddles. Play Tonbarse.
Free explore = Half-Fiend Sphinx - Villain

Turn paused. Enora to temp close Chisisek's Tomb


Female gnome Arcanist | Tier 4.5

Using my Blessing of the Master of Masters for 2 dice.
Theletos Knowledge 14: 1d10 + 6 + 2d10 ⇒ (7) + 6 + (9, 10) = 32 LOL. Temp-closed.

The Concordance

Deck handler link

Rahali Turn continued.

Half-Fiend Sphinx wrote:


Villain 4 Type: Monster Traits: Trigger, Outsider, Sphinx, Inquisitor
To Defeat:
Combat 20
OR Divine 14
When you examine this card, you are dealt 1d4 Poison damage, then recharge your hand and reset your hand_
If your combat check to defeat does not have the Attack or Ranged trait, the difficulty to defeat is increased by 3_
If defeated, if check to defeat did not exceed 24, each other character is dealt 1d4 Poison damage_

Combat 23 (20+3) Recharge Augury for Rahali attack 1d10+2+1d8; Recharge Staff of Minor healing +1d4+3; Zarlova Blessing of Milani +1d10; Grazzle Blessing of Pharasma 2 +1d10

Combat 23 (20+3): 1d10 + 2 + 1d8 + 1d4 + 3 + 1d10 + 1d10 ⇒ (9) + 2 + (3) + (2) + 3 + (8) + (10) = 37
Success. Villain defeated & scenario won :-)


 At last you knock the orb out of the sphinx’s grip, sending it rolling down a dusty hall. She flails about, screaming in pain as her fiendish features begin to fade. Within moments, she has recovered and looks to you with fatigue and relief.
 “Koth’Vaul. He approached me in the guise of a djinni on the pretense of trading riddles. When I bested him, he offered me a single wish. I asked for a riddle that would reveal a truth I had never fathomed. He granted it along with that orb, telling me it was a clue.” She grits her teeth in shame. “The more I pondered it, the more relentless I became. I began to change, hunger, then transform. He returned only days ago to mock me and show his true form: an immense, scaled demon. Even knowing him for a fiend could not stop my curiosity. I have hurt too many.
 “Let me pose a riddle to you: How can I atone?”


SCENARIO REWARD
Each character chooses a type of boon other than loot and adds a non Basic card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in her deck with the loot Mythopoeic Sphinx. At the end of each scenario, return the loot to the game box.

UPGRADE POOL
Minnothet (Ally 2)
Burglar's Buckler (Armor 1)
Blessing of the Ancients (Blessing B)
Blessing of Maat (Blessing 2)
Blessing of the Ancients (Blessing B)
Blessing of Isis (Blessing 3)
Blessing of Abadar (Blessing C)
Kohl of Uncanny Discernment (Item B)
Anubis Staff (Item 1)
Whip of Centipedes (Spell 4)
Corrosive Dagger +1 (Weapon B)
Scorpion Whip (Weapon 1)


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

Will choose Item to add to the loot.


Female gnome Arcanist | Tier 4.5

I'd be interested in the Item 1. None of the others would really be upgrades for me at the moment.
Item 1: 1d1000 ⇒ 863


Zarlova chose Item

Deliquescent Gloves:

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

Grazzle chose Spell

Pillar of Life:

Spell 4
Traits: Magic Divine Healing
To Acquire: Wisdom Divine 12
Display this card next to your location_ While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn_ Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location_ At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check_ If you succeed, recharge this card; if you fail, discard it_


Grazzle's Deck Desired loot Blessing 4

Sweet. Another spell 4. I only want one spell 4 upgrade. Hoping to upgrade one of my utility spells (Looking for advice on which one.) to Divine Blaze (Divine +3d8, +1d8 vs undead) It's funny that some of the Loot cards are better then any card in my deck that is in tier. Especially the ally's and the new item.

Rahali chose item btw.


Rahali

Ghost Battling Ring:

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

Remember, each of those is added to the pool. I'll list the new pool below.


UPGRADE POOL
Minnothet (Ally 2)
Maftet Hunter (Ally 4)
Burglar's Buckler (Armor 1)
Blessing of the Ancients (Blessing B)
Blessing of Maat (Blessing 2)
Blessing of the Ancients (Blessing B)
Blessing of Isis (Blessing 3)
Blessing of Abadar (Blessing C)
Ghost Battling Ring (Item B)
Ring of the Grasping Grave (Item 3)
Deliquescent Gloves (Item 3)
Kohl of Uncanny Discernment (Item B)
Anubis Staff (Item 1)
Eruption (Spell 4)
Pillar of Life (Spell 4)
Whip of Centipedes (Spell 4)
Safety Bubble (Spell 4)
Corrosive Dagger +1 (Weapon B)
Scorpion Whip (Weapon 1)

I'm crossing off the ones that were traders or replacement cards. Let me know if I missed something.

The Concordance

Deck handler link

Ring of Grasping Grave was a trader card from the start of the scenario

The Concordance

Deck handler link

Rahali would like a spell 4 if possible
Spell 4: 1d1000 ⇒ 30

Will leave the item 3 for Zalova

Other choices are blessings
Blessing 3: 1d1000 ⇒ 105
Blessing 2: 1d1000 ⇒ 141

Card feat is item and will select an item 2 (4-2) from my deck box


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

Will take:
Item 3 1d1000 ⇒ 846
Ally 2 1d1000 ⇒ 277

(Upgrade Pearl of Wisdom to Wand of Flying)
(Upgrade Social Climber to Cook)

Card feat is Ally. Am not tiering up.

All ready!


Female gnome Arcanist | Tier 4.5

Hmm since those item 3's got added, I'd like to grab one of them instead of the Item 1. I'll actually use it on an Item 2 to get the Gem of Mental Acuity.

Ready to go!


Grazzle's Deck Desired loot Blessing 4

Ready to go.


4-4E: THE SPELLSCAR SHOWDOWN
 The ruined fortress contains countless clues that paint a dark picture of the clash between Nex and Geb. Famously, Nex commanded impressive golems and an army of summoned creatures from across all the planes of existence. Geb, on the other hand, favored necromancy, raising impossibly large legions of undead soldiers and choking the life from the land. Though Nex has disappeared and Geb has become a vengeful ghost-king since their war ground to a stalemate, the fallout of their conflict still haunts the Mana Wastes. You collect several other potent items al-Jakri had hidden here and document the ruins as best you can—perhaps you can publish your report in the Pathfinder Chronicles.
 The sun has set by the time you emerge from the fortress with the sphinx. Although the sky is clear, the land surrounding the site is crawling with new arrivals. From the south clamber scores of undead, whereas from the north strides a huge, scaled demon with a canine face and massive pincers. The sphinx hunches down and mouths the name “Koth’Vaul” to you.
 The fiend calls out, “Your time is up! I would retrieve the artifact I loaned you. Be a good pet and bring it to me.”
  “Stand down, Koth’Vaul,” shouts a zombified cleric at the head of the undead force. “My lord, Stavros Nightcrescent, lays claim to the Atramentous Eye! Sphinx, deliver the artifact to us, and I shall grant you life eternal with the blessing of undeath.”
 Koth’Vaul bellows with laughter as more fiends appear around him. “The artifact belongs to Muhlia al-Jakri, zombie, and I am merely taking it to deliver to her.”
 The zombie lord snaps back, “She is as good as dead, and you know it, demon! Our alliance is over, and now we claim our prize!”
 This can’t end well. It’s time to escape with the artifact. Hopefully your enemies are willing to weaken each other enough for you to break through to safety!
 If not, at least you’ll have lots of company in the afterlife.

DURING THIS SCENARIO
When building the location decks, set aside the monsters and barriers, plus 1 Fiend henchman for each location and 1 Undead henchman for each location, then shuffle them into a siege deck.
Shuffle into the siege deck a number of barriers and a number of monsters from the box equal to the number of characters. Display the support card Defensive Stance next to this card.
The first time the siege deck would be empty, shuffle the henchmen Koth’Vaul and Heqet into the siege deck.
To win the scenario, a location must be open while the siege deck is empty.

VILLAIN
NONE

HENCHEMN
FIEND HENCHMEN

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.

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.

Ulkreth:
Ulkreth
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
16
OR
Acrobatics
12

Powers
The Ulkreth may not be evaded; it is immune to the Electricity and Poison traits. If you succeed at a Knowledge 8 check, or if your check has the Acid, Cold, or Fire trait, add 5 to your check to defeat.
If you fail the check to defeat, when you would be dealt damage, each character at your location is instead dealt Combat damage equal to the scenario’s adventure deck number plus the number of cards in your location deck.


UNDEAD HENCHMEN
Beheaded:
Beheaded
Henchman Monster 1

Traits
Undead

Check
Combat
12
OR
Arcane
Divine
10

Powers
The Beheaded is immune to the Mental and Poison traits.
Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1. Fire
2. Acid
3. Cold
4. Electricity
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.

OTHER CARDS

Koth'Vaul:
Koth'Vaul
Henchman Monster 4

Traits
Outsider
Demon

Check
Combat
24

Powers
Koth'Vaul may not be evaded and is immune to the Electricity and Poison traits.

Before the encounter, succeed at a Wisdom 12 check or a random character at this location is dealt an amount of Combat damage equal to the number of spells that have the Attack trait and weapons in your hand.

If undefeated, discard 2 cards from the top of your deck. If defeated, draw 2 cards.

Heqet:
Heqet
Henchman Monster 4

Traits
Undead
Cultist
Cleric
Trigger

Check
Combat
18
OR
Divine
13

Powers
When you examine this card, encounter Heqet and add 5 to the difficulty to defeat.
Heqet is immune to the Mental and Poison traits.
If defeated, if your check to defeat exceeded 24, summon and encounter the henchman Natron Zombie.
If defeated, you may attempt to close the location this henchman came from.


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: After drawing starting hands, each character discards the top 1d4 cards of his deck.
After you encounter the villain Half-Fiend Sphinx, each character discards the top 1d4 cards of her deck.

Ghoul Square
At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
When Permanently Closed: No effect.
M: 3 Ba: 2 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0

Walled Oasis
At This Location: When you are dealt damage, a random other character at your location is dealt that much damage.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any weapons or armor in your hand.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

Scorched Obelisk
At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
When Closing: Succeed at a Constitution or Fortitude 9 check.
When Permanently Closed: On closing, you are dealt 1 Electricity damage.
M: 3 Ba: 2 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0

Scorched Ruins
At This Location: After defeating a non-villain, non-henchman monster that has the Fire trait, shuffle it into a random other open location.
When Closing: Summon and acquire a random weapon from the box.
When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check to acquire a weapon.
M: 2 Ba: 3 W: 1 Sp: 0 Ar: 1 I: 0 Al: 1 Bl: 1 ?: 0

Crypt
At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, draw a random blessing from the box.
M: 2 Ba: 2 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 0


Female gnome Arcanist | Tier 4.5

Ah, a Siege Deck scenario. What fun. I'll visit Hadden Hoppert (hoping for that sweet Safety Bubble again!) and hang out at Scorched Ruins, I suppose.


Grazzle's Deck Desired loot Blessing 4

Grazzle will start at the crypt. I don't understand the setup. I understand that this siege deck has a bunch of bad stuff in it and we want to beat all cards in the deck then the 2 henchman before closing all locations. But how do we fight the cards in the siege deck?


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

I'm not familiar with seige deck scenarios... so, all monsters and barriers are in the same deck?


Zarlova~ wrote:
I'm not familiar with seige deck scenarios... so, all monsters and barriers are in the same deck?

Yes. And you are trying to basically protect the other location decks.

This card will also be out there. I'll make sure it gets included in the scenario updates. It is displayed by the scenario.

Defensive Stance:
When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

When you would examine cards in a location deck, you may examine them in the siege deck instead.

When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.


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

So we always encounter stuff in the siege deck when we explore? Is there no way to get boons?


Zarlova~ wrote:
So we always encounter stuff in the siege deck when we explore? Is there no way to get boons?

The reward at the end of these types of scenarios is typically that you get all the boons left in the location decks. And that is true of this one as well.


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

OK, thanks. Never played one of these before... how interesting.

Zarlova starts at the Ghoul Square.

The Concordance

Deck handler link

Hawkmoon, is the during this scenario text correct? It is still showing the last one

The Concordance

Deck handler link
ACG - Enora wrote:
Ah, a Siege Deck scenario. What fun. I'll visit Hadden Hoppert (hoping for that sweet Safety Bubble again!) and hang out at Scorched Ruins, I suppose.

Should rahali get a elemental treaty or go with Enora to try and increase the chance for safety bubble?


The one in the scenario intro is correct. The one in the scenario update is not. I constantly forget to click the update button after putting the new text in.

The Concordance

Deck handler link

Rahali

Cohort

Snapping Turtle:
Display this card. While displayed, if you have the Witch trait, gain the skills Fortitude: Consititution +2 and Arcane: Intelligence +2.
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.

Traders
= Hadden Hoppert Offers spells. Cost: 2 boons.

Loot replacements
= Elemental Skin in, Good Omen Out
= Golden Serpent Armband in, Wand of Detect Magic Magic out

Start at Walled Oasis

Will do starting hand after determining if trader card taken


Female gnome Arcanist | Tier 4.5

FYI I'll be visiting with a friend from (WAY) out of town all day and night today, and then am running a PFSACG game locally tomorrow afternoon, so I'll likely not be online much until tomorrow night.


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

Hand: Wand of Flying, Blessing of the Gods 1, Deathbane Shield, Volcanic Storm, Spyglass, Cloudburst, Major Cure,

Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Role: Theurge
Favored Card: Spell
Hand Size 6 [X]7 [ ]8 [ ]9
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine ([ ]or Arcane) and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X] or bottom) card of your deck; if it is a spell ([X] or a blessing), you may add it to your hand.
[X] You gain the skill Arcane: Intelligence +2.
[ ] Add 2 ([ ]4) to your check to acquire ([ ] or recharge) a spell.
[X] Add 2 ([ ]4) to your check that has the Attack trait.


Hadden Hoppert
Enora, Rahali

Eruption:

Spell 4
Traits: Magic Arcane Divine Attack Electricity Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8+2_ Ignore any non-villain monster's power that happens after you act_ After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it_
Pillar of Life:

Spell 4
Traits: Magic Divine Healing
To Acquire: Wisdom Divine 12
Display this card next to your location_ While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn_ Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location_ At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check_ If you succeed, recharge this card; if you fail, discard it_
Safety Bubble:

Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 11
Display this card at your location_ When a character at this location is dealt damage, reduce it by 1d4_ When the location is closed, discard this card_ If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it_

Can't believe you lucked into Safety Bubble. The only other card I drew was Holy Light, which wasn't valid because of the deck number rules.

The Concordance

Deck handler link

Enora, you take the safety bubble.
I have to trade two 3s to get a spell and I don't think it is worth it for rahali

The Concordance

Deck handler link

Rahali - Starting hand

Start at Walled Oasis
No trader card taken. Safety bubble left for Enora

Rahali wrote:

Hand: Life Drain, Gem of Mental Acuity, Blessing of the Gods, Wand of Flying, Ghost Whip, ,

Displayed: Snapping Turtle, , , , , ,
Deck: 13 Discard: 0 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ] +1 [ ] +2
Dexterity d10 +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 ([X] 2d8) 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 ([X] plus the item's highest adventure deck number) to your check. ([ ] Then you may shuffle your deck.)
[ ] On your Dexterity check, you may discard a spell to reroll the dice; take the new result.
[ ] You may discard a spell or item to reduce Combat damage ([ ] or any damage) dealt to you to 0.
[ ] When you fail to acquire a boon and would banish it, you may instead shuffle it back into ([ ] or put it on top of ) its location deck.

COHORT POWERS:
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.
- Fortitute (<Cohort): Constitution + 2

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