[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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Female gnome Arcanist | Tier 4.5
Enora wrote:

Hand: Blessing of Pharasma, Blessing of the Spellbound, Safety Bubble, Jelani, Fiery Glare, Gem of Mental Acuity, Marionette,

Displayed:
Deck: 13 Discard: 0 Buried: 0
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.


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

During This Scenario: When 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.
Additional Rules:

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.


Turn: 1, Grazzle/Bigguyinblack
Scourge Table:

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

Random Cards:

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

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:
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_

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

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

Barriers
Spoiler:
Fiendish Sphinx
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12
When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls_

Spoiler:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn_

Spoiler:
Ambush
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may immediately explore again_ If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it_ Banish this card and shuffle the remaining cards into the location deck_

Spoiler:
Hepsushep
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15
If defeated, you may examine the top 3 cards of your location and place them back in any order_
If undefeated, put this card on top of your location_

Spoiler:
The Evil Eye
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

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

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

Spoiler:
Djinni Quarterstaff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee 6
OR Arcane
Divine 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_

Spoiler:
Dagger of Doubling
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand_
When playing another weapon, you may discard this card to add 2d4 to your combat 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:
Chain Lightning
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6_ While displayed, you may use the result of this check for any combat check you attempt at this location_ At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead_

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

Spoiler:
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_

Spoiler:
Stoneskin
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Display this card next to a character_ While displayed, reduce all damage dealt to that character by 4_ At the end of your turn, discard this card_
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check_ If you succeed, recharge this card; if you fail, discard it_

Spoiler:
Sands of Time
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
Display this card next to your location_ While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait_
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead_

Armors
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:
Day Star Half-Plate
Armor 3
Traits:
Heavy Armor Magic To Acquire:
Constitution
Fortitude
Divine 10
Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3_
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait_

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

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:
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_

Items
Spoiler:
Bird Feather Tokens
Item 3
Traits:
Object
Magic To Acquire:
Intelligence
Arcane 9
Recharge this card to reroll 1 die on a check by a character at your location_
On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item_ Then that character must recharge this card_

Spoiler:
Jet of Anubis
Item 4
Traits:
Object
Magic
Anubis To Acquire:
Charisma
Diplomacy
Stealth 11
When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check_ You may reveal a blessing that has the Anubis trait to reveal this card instead_
Recharge this card to add the Poison trait and 1d4 to your combat check_

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

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

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

Allies
Spoiler:
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_

Spoiler:
Minnothet
Ally 2
Traits:
Human
Shopkeeper
Aspis To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.

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

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

Spoiler:
Osirion Ancestor
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

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

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

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 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_

Top of Blessing Discard Pile:

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

Blessings Remaining: 29

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 2
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 4
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 5
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 6
Blessing of Ra
Blessing C
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
Blessing of 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 8
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 9
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait_
Discard when you shuffle cards from your discard pile into your deck_ Shuffle in an additional 1d4_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile_
Spoiler:
Blessings Deck Card 10
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 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 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:
Blessings Deck Card 14
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of Khepri
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Spoiler:
Blessings Deck Card 16
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 17
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 18
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 19
Blessing of 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 20
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 21
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 22
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 23
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 24
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 25
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 26
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 27
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 28
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 29
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_
Siege Deck
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0
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: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zarlova/GMAndrew, None

Ghoul Square Card 1:
Fate Blade
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4_ You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8_
When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

Ghoul Square Card 2:
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_

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

Ghoul Square Card 4:
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_

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: 0 Ba: 0 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: Raheli/MatsuKurisu, None

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

Walled Oasis Card 2:
Anubis Staff
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
Bury this card to evade your encounter against a monster that has the Undead trait_

Walled Oasis Card 3:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

Walled Oasis Card 4:
Bal Themm
Ally 2
Traits:
Human
Cleric To Acquire:
CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.

Walled Oasis Card 5:
Chain Lightning
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6_ While displayed, you may use the result of this check for any combat check you attempt at this location_ At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead_

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

Scorched Obelisk Card 1:
Alchemist's Suit
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand_
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ You may succeed at an Intelligence or Craft 9 check to recharge this armor instead_

Scorched Obelisk Card 2:
Shotel
Weapon B
Traits:
Scythe
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_

Scorched Obelisk Card 3:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Scorched Obelisk Card 4:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_

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

Scorched Ruins Card 1:
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_

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

Scorched Ruins Card 3:
Spellsword +2
Weapon 4
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Recharge this card to recharge a random spell from your discard pile_

Scorched Ruins Card 4:
Corrosion
Spell 2
Traits:
Magic
Arcane
Divine
Acid To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it_

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

Crypt Card 1:
Helpful Haversack
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck_ You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck_

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

Crypt Card 3:
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_

Crypt Card 4:
Portable Sarcophagus
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

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

Runewell
Closed
At This Location:
M: 12 Ba: 11 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 10
Located/Displayed Here: This is the siege deck.

Runewell Card 1:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Runewell Card 2:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 3:
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_

Runewell Card 4:
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_

Runewell Card 5:
Ulkreth
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
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.

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

Runewell Card 7:
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_

Runewell Card 8:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_

Runewell Card 9:
Aghash
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
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_

Runewell Card 10:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 11:
Quicksand Bunyip
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
Damage dealt by the Quicksand Bunyip may not be reduced_

Runewell Card 12:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_

Runewell Card 13:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Runewell Card 14:
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_

Runewell Card 15:
Elder Ifreeti
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait_ All damage dealt by the Elder Ifreeti is Fire damage_
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8_
If defeated, choose a non-loot type of boon and draw a random card of that type from the box_

Runewell Card 16:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

Runewell Card 17:
Dry Quicksand
Barrier C
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

Runewell Card 18:
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_

Runewell Card 19:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 20:
Stabbing Spear Staircase
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again_
If undefeated, you are dealt 1d4 Combat damage_ Then examine the top card of your location deck_ If it is a bane, encounter it_ If it is a boon, banish it and examine the top card of your location deck_

Runewell Card 21:
Ulkreth
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
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.

Runewell Card 22:
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_

Runewell Card 23:
Plague Zombie
Monster 1
Traits:
Undead
Elite
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits_
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

Runewell Card 24:
Dance of the Dead
Barrier P
Traits:
Trap
Curse
Magic
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

Runewell Card 25:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced_

Runewell Card 26:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 27:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Runewell Card 28:
Rukh
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4_
Damage dealt by the Rukh is Acid damage_
If undefeated, move to a random location_

Runewell Card 29:
Curse of Teeth and Fleas
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

Runewell Card 30:
Ulkreth
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
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.

Runewell Card 31:
Grave Goods
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing_
If defeated, choose a type of non-loot boon and draw a random card of that type from the box_
If undefeated, draw the scourge Curse of Fevered Dreams from the box_

Runewell Card 32:
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_

Runewell Card 33:
Blightwing
Henchman 1
Type: Monster
Traits:
Outsider
Curse
Poison
Veteran
To Defeat:
Combat 11
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_


Sorry. This one took some tweaking to get to work right. The Runewell is going to be our stand in for the Siege Deck.


Grazzle's Deck Desired loot Blessing 4

Now I understand the setup. Some locations mention shuffling enemies into open locations when defeated. Does that still happen? I'm assuming Enora plays Safety Bubble on Scorched Ruins after we start.

Grazzle sends his animal critters to deliver a magic message. "We should make our stand at the Scorched Ruins."

He then travels to the Scorched ruins and combat begins.

The Evil Eye Divine 14 discarding Blessing of Sivanah: 3d8 + 7 ⇒ (5, 7, 8) + 7 = 27

He outstares the eye. It has none of the relevant traits so no bad stuff.

He peeks into the future a bit.

Recharge Armor of the Sands to examine card #2 in the siege deck. No trigger. Crawling Hands. Combat only and bad news if undefeated.

He tells his comrades of the nearby hand and rests a moment.

Grazzle wrote:

Hand: Blessing of Milani, Eruption Loot, Blessing of Pharasma 1, Find Traps, Major Cure, Channel the Gift, Restorative Touch,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Milani:+2 dice to Dexterity or Wisdom non-combat, Pharasma: +2 dice to spells, Find Traps: +2 dice vs Barriers, Channel the Gift: If at my location search your deckfor a spell (Try not to use this.)
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>


Female gnome Arcanist | Tier 4.5

Is it Enora's turn? I've forgotten the turn order.

The Concordance

Deck handler link
ACG - Enora wrote:
Is it Enora's turn? I've forgotten the turn order.

I think so. From the Google sheet its

At start of Scenario Number/Name
1 Grazzle
2 Enora
3 Raheli
4 Zarlova


Female gnome Arcanist | Tier 4.5

Enora's blessing is Blessing of Wadjet. Displaying Safety Bubble instantly.

Having been warned about the evil, undead hands up ahead, Enora readies to fight them.
Exploring the siege deck to find Crawling Hands. She'll cast Marionette on them.
Combat 13/17: 1d10 + 4 + 3d6 ⇒ (8) + 4 + (3, 6, 2) = 23 Succeeded by more than 4, so electricity, safety bubble: 1d4 - 1d4 ⇒ (2) - (2) = 0 Nice.
recharge Arcane 11: 1d10 + 4 ⇒ (2) + 4 = 6 Discarded.

After dealing with the undead menace, she sends her friend Jelani to look around for another monster to relieve of its life (or unlife).

Discarding Jelani to explore again, I get 1d6 against Cold, Elemental, or Fire this exploration. It's a Girtabilu Ranger. BYA Poison, safety bubble: 1d4 - 1d4 ⇒ (2) - (2) = 0 Sweet!

Jelani comes running back, chased by a sort of centaur but with scorpion where horse should be. The Girtabilu fires a poisoned arrow at Enora, but it clinks harmlessly off of her defensive spells.

Discarding Fiery Glare to use my combat power, and discarding Blessing of Pharasma for 2 dice.
Combat 17: 1d10 + 4 + 2d6 + 2d10 ⇒ (7) + 4 + (4, 1) + (3, 4) = 23 Defeated and overkilled. electricity, safety bubble: 1d4 - 1d4 ⇒ (2) - (4) = -2 Sweet. Recharging Marionette from discards cuz I played a spell.

With that, Enora allows her allies to have a bit of glory.

End turn, draw up.

Enora wrote:

Hand: Wand of Flying, Blessing of the Spellbound, Scorching Ray, Byantine Lexicon, Steal Book, Gem of Mental Acuity, Augury,

Displayed: Safety Bubble,
Deck: 10 Discard: 3 Buried: 0
Die Bumps: 3/4
Reroll: Not Used
Notes:

Skills and Powers:
SKILLS

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

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

The Concordance

Deck handler link

Rahali - 2 Blessing of the Ancients

Move to Scorched Ruin & Safety Bubble :-) Free explore = 4: Toxic Geyser.
Dexerity 13; Dex 1d10+2, Recharge Wand of Flying 1d4+3; Discard Blessing of the Gods +1d10
Dexerity 13(5+2*4): 1d10 + 2 + 1d4 + 3 + 1d10 ⇒ (3) + 2 + (3) + 3 + (9) = 20 - Has fire trait. Defeated by 6+.
Suffer Scourge: 1d8 ⇒ 5 - 5. Curse of the Ravenous

Curse of the Ravenous wrote:

While displayed, at the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:

1 Blessings
2 Allies
3 Spells & Weapons
4 Items
If you already have a Curse of the Ravenous displayed, banish this card

End of Turn.

Curse of the Ravenous: 1d4 ⇒ 1 - Blessings. Bury BoG.
Draw up Sapphire of Intelligence, Wolverine

Rahali wrote:

Hand: Life Drain, Gem of Mental Acuity, Ghost Whip, Sapphire of Intelligence, Wolverine, ,

Displayed: Snapping Turtle, Curse of the Ravenous, , , , ,
Deck: 12 Discard: 0 Buried: 1
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


Grazzle BGiB wrote:
Now I understand the setup. Some locations mention shuffling enemies into open locations when defeated. Does that still happen?

Defensive Stance says: "After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck." So, Scorched Ruins for example. If the "at this location" power happens, the monster gets shuffled into a random other open location. Since it was defeated, it is allowed to "leave" the Siege Deck.


I believe Enora has displayed Safety Bubble at the Scorched Obelisk, not the Scorched Ruins. If I'm wrong, please let me know.


1d5: 1d6 ⇒ 2

Walled Oasis


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

During This Scenario: When 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.
Additional Rules:

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.


Turn: 4, Zarlova/GMAndrew
Scourge Table:

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

Random Cards:

Monsters
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:
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:
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:
Burning Child
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Mental, Poison and Fire traits_
If the check to defeat the Burning Child has the Cold trait, add 1d8_
If defeated with a combat check, shuffle it into a random other open location_ If defeated with a Charisma check, you are dealt 1d4 Fire damage_

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

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

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

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

Spoiler:
The 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_

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

Weapons
Spoiler:
Scorpion Whip
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may add or subtract 3 from your result_
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_

Spoiler:
Flaming Spear +1
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait_
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location_

Spoiler:
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_

Spoiler:
Hunga Munga
Weapon B
Traits:
Axe
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Strength + 1d6_ You may additionally discard this card to add your Ranged skill_
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check_

Spoiler:
Djinni Quarterstaff
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee 6
OR Arcane
Divine 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_

Spells
Spoiler:
Find Traps
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Spoiler:
Caustic Fog
Spell 3
Traits:
Magic
Divine
Acid To Acquire:
Wisdom
Divine 11
Display this card_ While displayed, you may be dealt 1 Combat damage to add 1d8 and the Acid trait to a combat check by a character at your location_ You may play another spell on your check_
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 13 check_ If you succeed, recharge this card; if you fail, discard it_

Spoiler:
Speak with Dead
Spell 1
Traits:
Magic
Divine
Undead To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location_ While displayed, add 1 die to your Intelligence and Wisdom checks while at this location_ When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

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

Spoiler:
Find Traps
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6
Discard this card to add 2 dice to any check to defeat a barrier_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it_

Armors
Spoiler:
Steel Ibis Lamellar
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3_
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead_

Spoiler:
Alchemist's Shield
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude
Craft 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat damage dealt to you by 2, or to 0 if you recharge a card that has a trait that matches the damage type_ If proficient with light armors, you may play another armor on this check_

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_

Spoiler:
Armor of the Sands
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, 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:
Tooled Crocodile Skin
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 8
Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3_
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5_ If proficient with light armors, bury this card instead_
If proficient with light armors, you may recharge this card when you reset your hand_

Items
Spoiler:
Jet of Anubis
Item 4
Traits:
Object
Magic
Anubis To Acquire:
Charisma
Diplomacy
Stealth 11
When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check_ You may reveal a blessing that has the Anubis trait to reveal this card instead_
Recharge this card to add the Poison trait and 1d4 to your combat check_

Spoiler:
Embalming Fluid
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile_
Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities_ Then succeed at a Craft or Disable 7 check or bury the top card of your deck_

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

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

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

Allies
Spoiler:
Osirion Ancestor
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

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:
Sophronia
Ally 4
Traits:
Undead
Ghost
Incorporeal To Acquire:
Charisma
Diplomacy 12
Discard this card to add 2d6 and the Magic trait to a combat check at your location_
Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration_
You may discard a card from the blessing deck to recharge this card instead of discarding it_

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_

Spoiler:
Minnothet
Ally 2
Traits:
Human
Shopkeeper
Aspis To Acquire:
FortitudeCharismaDiplomacy 8
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. During this exploration, add 2 dice to your checks to acquire armors.

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

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

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

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_

Top of Blessing Discard Pile:

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

Blessings Remaining: 26

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 2
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 3
Blessing of Ra
Blessing C
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 4
Blessing of 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 5
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 6
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait_
Discard when you shuffle cards from your discard pile into your deck_ Shuffle in an additional 1d4_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile_
Spoiler:
Blessings Deck Card 7
Blessing of 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 8
Concordance’s Favor
Favor 4
Traits:
When this card is discarded from the blessings deck, draw an ally or blessing that has the Acid, Cold, Electricity, Elemental, or Fire trait from the box.~While this card is on top of the blessings discard pile, on your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait, after the roll, you may add or subtract a die.
Spoiler:
Blessings Deck Card 9
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 10
Blessing of Horus
Blessing 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:
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
Blessing of Khepri
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Spoiler:
Blessings Deck Card 13
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
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 the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 17
Blessing of 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 18
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 19
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 20
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 21
Blessing of 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 22
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 23
Blessing of 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 24
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 25
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 26
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_

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: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Zarlova/GMAndrew, None

Ghoul Square Card 1:
Fate Blade
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4_ You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8_
When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

Ghoul Square Card 2:
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_

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

Ghoul Square Card 4:
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_

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: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None

Walled Oasis Card 1:
Bal Themm
Ally 2
Traits:
Human
Cleric To Acquire:
CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.

Walled Oasis Card 2:
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_

Walled Oasis Card 3:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

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

Walled Oasis Card 5:
Anubis Staff
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
Bury this card to evade your encounter against a monster that has the Undead trait_

Walled Oasis Card 6:
Chain Lightning
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6_ While displayed, you may use the result of this check for any combat check you attempt at this location_ At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead_

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

Safety Bubble:
Safety Bubble
Spell 5

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
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.

Scorched Obelisk Card 1:
Alchemist's Suit
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand_
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ You may succeed at an Intelligence or Craft 9 check to recharge this armor instead_

Scorched Obelisk Card 2:
Shotel
Weapon B
Traits:
Scythe
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_

Scorched Obelisk Card 3:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Scorched Obelisk Card 4:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_

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: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/Bigguyinblack, Raheli/MatsuKurisu, None

Scorched Ruins Card 1:
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_

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

Scorched Ruins Card 3:
Spellsword +2
Weapon 4
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Recharge this card to recharge a random spell from your discard pile_

Scorched Ruins Card 4:
Corrosion
Spell 2
Traits:
Magic
Arcane
Divine
Acid To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it_

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

Crypt Card 1:
Helpful Haversack
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck_ You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck_

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

Crypt Card 3:
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_

Crypt Card 4:
Portable Sarcophagus
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

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

Runewell
Closed
At This Location:
M: 11 Ba: 9 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 9
Located/Displayed Here: This is the siege deck.

Runewell Card 1:
Ulkreth
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
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.

Runewell Card 2:
Lightning Storm
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None
Display this barrier next to the location deck_
While displayed, when you start your turn at this location, roll 1d4_ On a 4, banish this barrier_ On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location_

Runewell Card 3:
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_

Runewell Card 4:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_

Runewell Card 5:
Aghash
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
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_

Runewell Card 6:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 7:
Quicksand Bunyip
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
Damage dealt by the Quicksand Bunyip may not be reduced_

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

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

Runewell Card 10:
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_

Runewell Card 11:
Elder Ifreeti
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait_ All damage dealt by the Elder Ifreeti is Fire damage_
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8_
If defeated, choose a non-loot type of boon and draw a random card of that type from the box_

Runewell Card 12:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

Runewell Card 13:
Dry Quicksand
Barrier C
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

Runewell Card 14:
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_

Runewell Card 15:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 16:
Stabbing Spear Staircase
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again_
If undefeated, you are dealt 1d4 Combat damage_ Then examine the top card of your location deck_ If it is a bane, encounter it_ If it is a boon, banish it and examine the top card of your location deck_

Runewell Card 17:
Ulkreth
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
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.

Runewell Card 18:
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_

Runewell Card 19:
Plague Zombie
Monster 1
Traits:
Undead
Elite
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits_
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

Runewell Card 20:
Dance of the Dead
Barrier P
Traits:
Trap
Curse
Magic
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

Runewell Card 21:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced_

Runewell Card 22:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 23:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Runewell Card 24:
Rukh
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4_
Damage dealt by the Rukh is Acid damage_
If undefeated, move to a random location_

Runewell Card 25:
Curse of Teeth and Fleas
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

Runewell Card 26:
Ulkreth
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
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.

Runewell Card 27:
Grave Goods
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing_
If defeated, choose a type of non-loot boon and draw a random card of that type from the box_
If undefeated, draw the scourge Curse of Fevered Dreams from the box_

Runewell Card 28:
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_

Runewell Card 29:
Blightwing
Henchman 1
Type: Monster
Traits:
Outsider
Curse
Poison
Veteran
To Defeat:
Combat 11
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_


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

Apologies, don't have my deck with me right now so will be like 6-ish hours before I can attempt an update

The Concordance

Deck handler link
BR Hawkmoon wrote:
I believe Enora has displayed Safety Bubble at the Scorched Obelisk, not the Scorched Ruins. If I'm wrong, please let me know.

I had thought we were all going to Scorched Ruins as it was a better location to camp because it didn't have the over kill electricity and had the chance to feed banes into locations giving us more buffer.

We should all be at the same location and have the Safety bubble there and then rely on no damage actually sticking


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

Zarlova heads over to the Scorched Ruins under the protection of the Safety Bubble.

Card 1 Explore
She beings to explore the Siege. It's Ulkreth.
Apparently she needs to know what she knows, but it's bad if she knows it.
Knowledge 8: 1d10 + 2 ⇒ (9) + 2 = 11
Because she knows about this, the check is harder somehow. She casts Volcanic Storm and recharges her Blessing of the Gods.
Combat 21: 2d10 + 9 + 3d6 ⇒ (9, 6) + 9 + (1, 5, 1) = 31 - Success
She suffers a scourge as a result.
Scourge: 1d10 ⇒ 10 - Curse of the Mummy
Divine 13 (Volcanic Storm Recharge): 1d10 + 9 ⇒ (6) + 9 = 15 - Put on top of deck with her power.

Examine
Zarlova buries her Wand of Flying to peak at the Siege deck and the Scorched Ruins.
She finds a Lightning Storm as the next card in the Siege Deck.
She finds a Filter Helm as the next card in the Scorched Ruins.
She then decides to move to the Crypt.
Divine 12 (Wand of Flying Recharge): 1d10 + 7 ⇒ (5) + 7 = 12 - Success

Examine
She discards her Spyglass to examine the top two cards of the Crypt.
Card 1: Helpful Haversack
Card 2: Crocodile Skin Madu
She decides to Put the Crocodile Skin Madu on top and the Helpful Haversack second.

She decides to end her turn and draw up.

Zarlova wrote:

Hand: Deathbane Shield, Cloudburst, Major Cure, Volcanic Storm, Bound Elemental, Holy Light, Find Traps,

Displayed: Curse of the Mummy,
Deck: 13 Discard: 1 Buried: 0
Notes: Find traps: Add 2 dice to a check to defeat a barrier
Sideboard cards:


Grazzle's Deck Desired loot Blessing 4

There was some confusion. For some reason I was thinking Enora was at the Scorched Ruins which would be a good place for us to fight. Instead she was at the Scorched Obelisk which is not. Ideally we would retcon it that she moved to Scorched Ruins and then played the bubble.


I'm fine with that. Just confirm with Enora.


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

During This Scenario: When 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.
Additional Rules:

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.


Turn: 5, Grazzle/Bigguyinblack
Scourge Table:

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

Random Cards:

Monsters
Spoiler:
Burning Child
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10
The Burning Child is immune to the Mental, Poison and Fire traits_
If the check to defeat the Burning Child has the Cold trait, add 1d8_
If defeated with a combat check, shuffle it into a random other open location_ If defeated with a Charisma check, you are dealt 1d4 Fire damage_

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

Spoiler:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_
The difficulty to defeat is increased by the scenario's adventure deck number_

Spoiler:
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:
Bonecrusher Chieftain
Monster 2
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 12
When you examine this card, encounter it and increase its difficulty to defeat by 3_
The difficulty to defeat is increased by the scenario's adventure deck number_
If you play a weapon on your check to defeat, discard it_

Barriers
Spoiler:
The Evil Eye
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Spoiler:
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_

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:
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:
Ambush
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may immediately explore again_ If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it_ Banish this card and shuffle the remaining cards into the location deck_

Weapons
Spoiler:
Djinni Quarterstaff
Weapon C
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee 6
OR Arcane
Divine 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6_
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead_

Spoiler:
Striking Wing Scimitar
Weapon 4
Traits:
Sword
Melee
Slashing
Magic
Finesse To Acquire:
Strength
Melee 12
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1_ If not proficient with weapons, the difficulty of this check is increased by 4_
Recharge this card to move to another location_ You may not use this power during an encounter_

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

Spoiler:
Cat's Claws
Weapon C
Traits:
Accessory
Melee
Piercing
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4_ If any d4 rolled on this check is a 4, count it as 5_ After you act, reveal an armor or you are dealt 1 Combat damage_

Spoiler:
Flaming Heavy Pick +1
Weapon B
Traits:
Pick
Melee
Piercing
Magic
Elite To Acquire:
Strength
Melee 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait_ If any d6 rolled on this check is a 6, count it as 7_

Spells
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:
Deathgrip
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Cold
Undead To Acquire:
Intelligene
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d8_ Ignore any non-villain monster's power that happens after you act_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_

Spoiler:
Clinging Venom
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_

Spoiler:
Fiery Glare
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8
For your combat check, discard this card to use your Arcane or Divine skill + 2d4_
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it_

Spoiler:
Clinging Venom
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4
For your combat check, discard this card to use your Arcane or Divine skill + 1d8_ If the bane is a monster, you may use the result for any additional combat checks to defeat it_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it_

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

Spoiler:
Armor of the Sands
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8
Recharge this card to reduce Acid, Cold, Combat, 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 Lamellar
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0_ You may succeed at a Craft 8 check to recharge this armor instead_

Spoiler:
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_

Items
Spoiler:
Scroll of Thoth
Item 1
Traits:
Trigger
Object
Magic
Thoth To Acquire:
Knowledge
Wisdom
Divine 7
When you examine this card, you may reveal a blessing that has the Thoth trait to acquire this card_
Recharge this card to add 1 die to your Wisdom non-combat check or check against a bane that invokes the Cold trait_
Recharge this card to add the Cold trait to your check_

Spoiler:
Jet of Anubis
Item 4
Traits:
Object
Magic
Anubis To Acquire:
Charisma
Diplomacy
Stealth 11
When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check_ You may reveal a blessing that has the Anubis trait to reveal this card instead_
Recharge this card to add the Poison trait and 1d4 to your combat check_

Spoiler:
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_

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

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_

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

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

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

Spoiler:
Reed Moccasin
Ally 3
Traits:
Animal
Elemental
Acid
Poison To Acquire:
Wisdom
Survival 10
Recharge this card to add 1d10 to your Stealth non-combat check_
Discard this card to examine the top card of your location deck, then you may explore_ If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it_

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_

Blessings
Spoiler:
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:
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_

Spoiler:
Blessing of 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 Wadjet
Blessing C
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 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_

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: 25

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 2
Blessing of Ra
Blessing C
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 3
Blessing of 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 4
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 5
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait_
Discard when you shuffle cards from your discard pile into your deck_ Shuffle in an additional 1d4_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile_
Spoiler:
Blessings Deck Card 6
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7
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 8
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 9
Blessing of Horus
Blessing 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:
Blessings Deck Card 10
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 11
Blessing of Khepri
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Spoiler:
Blessings Deck Card 12
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
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 Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 16
Blessing of 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 17
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 18
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 19
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 20
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 21
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 22
Blessing of 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 23
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 24
Blessing of the 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 25
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_

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: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Ghoul Square Card 1:
Fate Blade
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4_ You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8_
When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

Ghoul Square Card 2:
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_

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

Ghoul Square Card 4:
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_

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: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None

Walled Oasis Card 1:
Bal Themm
Ally 2
Traits:
Human
Cleric To Acquire:
CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.

Walled Oasis Card 2:
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_

Walled Oasis Card 3:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

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

Walled Oasis Card 5:
Anubis Staff
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
Bury this card to evade your encounter against a monster that has the Undead trait_

Walled Oasis Card 6:
Chain Lightning
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6_ While displayed, you may use the result of this check for any combat check you attempt at this location_ At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead_

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

Safety Bubble:
Safety Bubble
Spell 5

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
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.

Scorched Obelisk Card 1:
Alchemist's Suit
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand_
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ You may succeed at an Intelligence or Craft 9 check to recharge this armor instead_

Scorched Obelisk Card 2:
Shotel
Weapon B
Traits:
Scythe
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_

Scorched Obelisk Card 3:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Scorched Obelisk Card 4:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_

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: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/Bigguyinblack, Raheli/MatsuKurisu, None

Scorched Ruins Card 1 (Filter Hood):
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_

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

Scorched Ruins Card 3:
Spellsword +2
Weapon 4
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Recharge this card to recharge a random spell from your discard pile_

Scorched Ruins Card 4:
Corrosion
Spell 2
Traits:
Magic
Arcane
Divine
Acid To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it_

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: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Zarlova/GMAndrew, None

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

Crypt Card 2 (Helpful Haversack):
Helpful Haversack
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck_ You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck_

Crypt Card 3:
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_

Crypt Card 4:
Portable Sarcophagus
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

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

Runewell
Closed
At This Location:
M: 11 Ba: 9 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 8
Located/Displayed Here: This is the siege deck.

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

Runewell Card 2:
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_

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

Runewell Card 4:
Aghash
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
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_

Runewell Card 5:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

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

Runewell Card 7:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_

Runewell Card 8:
Acid Mantis
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage_ Then encounter this card_
If the check to defeat has the Acid or Poison trait, add 3_ All damage dealt by the Acid Mantis is Acid damage_

Runewell Card 9:
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_

Runewell Card 10:
Elder Ifreeti
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait_ All damage dealt by the Elder Ifreeti is Fire damage_
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8_
If defeated, choose a non-loot type of boon and draw a random card of that type from the box_

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

Runewell Card 12:
Dry Quicksand
Barrier C
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

Runewell Card 13:
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_

Runewell Card 14:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 15:
Stabbing Spear Staircase
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again_
If undefeated, you are dealt 1d4 Combat damage_ Then examine the top card of your location deck_ If it is a bane, encounter it_ If it is a boon, banish it and examine the top card of your location deck_

Runewell Card 16:
Ulkreth
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
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.

Runewell Card 17:
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_

Runewell Card 18:
Plague Zombie
Monster 1
Traits:
Undead
Elite
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits_
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

Runewell Card 19:
Dance of the Dead
Barrier P
Traits:
Trap
Curse
Magic
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.

Runewell Card 20:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced_

Runewell Card 21:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 22:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Runewell Card 23:
Rukh
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4_
Damage dealt by the Rukh is Acid damage_
If undefeated, move to a random location_

Runewell Card 24:
Curse of Teeth and Fleas
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

Runewell Card 25:
Ulkreth
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
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.

Runewell Card 26:
Grave Goods
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing_
If defeated, choose a type of non-loot boon and draw a random card of that type from the box_
If undefeated, draw the scourge Curse of Fevered Dreams from the box_

Runewell Card 27:
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_

Runewell Card 28:
Blightwing
Henchman 1
Type: Monster
Traits:
Outsider
Curse
Poison
Veteran
To Defeat:
Combat 11
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_


Female gnome Arcanist | Tier 4.5

I'm fine with that change as well, I was confused about the locations, it would seem. So Enora is at the Scorched RUINS, and Safety Bubble is there.


Grazzle's Deck Desired loot Blessing 4

The fighting continues. Grazzle takes a moment to heal Enora.

Discard 1 card from deck to Heal Enora 3 Discarded card is Blessing of Pharasma 2.

Then jumps back into the fray.

A Lightning Storm begins to form.

Discord Blessing of Pharasma 1 to explore.

Grazzle watches it form but out of the sky a Sun Falcon attacks.

Grazzle realizes there is a downside to knowing only fire magic and hopes to win with his bare fists.

Discarding Enora's Blessing of the Spellbound

Combat 11 discarding Enora's Blessing of the Spellbound and Grazzle's Blessing of Milani: 3d6 ⇒ (1, 3, 6) = 10

While the Safety Bubble protects him from the talons, The Falcon flies off undefeated.

Grazzle takes a moment to do more healing.

Cast and auto recharge Restorative Touch on Rahali to banish Curse of the Ravenous. Then cast and auto recharge Major Cure on Grazzle.

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

Then takes a longer moment to rest.

Grazzle wrote:

Hand: Blessing of Pharasma 2, Eruption Loot, Maftet Hunter Loot, Find Traps, Blessing of Milani, Channel the Gift, Pyrotechnic Blast,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Milani:+2 dice to Dexterity or Wisdom non-combat, Pharasma: +2 dice to spells, Find Traps: +2 dice vs Barriers, Channel the Gift: If at my location search your deckfor a spell (Try not to use this.)
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>


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

During This Scenario: When 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.
Additional Rules:

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.


Turn: 6, 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:
Mummified Sphinx
Monster 3
Traits:
Undead
Sphinx
Mummy
To Defeat:
Combat 17
The Mummified Sphinx is immune to the Mental and Poison traits_
If the check to defeat has the Fire trait, add 1d8_
Before you act, recharge your hand, reset your hand, and bury a card_

Spoiler:
Mummy Golem
Monster 4
Traits:
Construct
Golem
Mummy
To Defeat:
Combat 18
The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits_
If the check to defeat the Mummy Golem has the Fire trait, add 1d8_

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

Spoiler:
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_

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

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

Spoiler:
Echoes of Confusion
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8
When you examine this card or if undefeated, display it next to your deck_
While displayed, for your move step, move to a random open location_ You may not evade banes during this turn_
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card_

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:
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_

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_

Weapons
Spoiler:
Dagger of Doubling
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 10
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand_
When playing another weapon, you may discard this card to add 2d4 to your combat check_

Spoiler:
Ooze Falchion +1
Weapon 2
Traits:
Sword
Melee
Slashing
Acid
Magic
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to roll your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_ If any d4 rolled on this check is a 4, count it as 5_
Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait_

Spoiler:
Corrosive Dagger +1
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 7
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait_
When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

Spoiler:
Returning Throwing Axe +1
Weapon 1
Traits:
Axe
Ranged
Slashing
Magic To Acquire:
Dexterity
Ranged 8
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_

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_

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

Spoiler:
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_

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:
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_

Spoiler:
Speak with Dead
Spell 1
Traits:
Magic
Divine
Undead To Acquire:
Wisdom
Divine 4
When a character at your location defeats a monster, display this card next to your location_ While displayed, add 1 die to your Intelligence and Wisdom checks while at this location_ When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_

Armors
Spoiler:
Shield of Fire Resistance
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_

Spoiler:
Vented Plate Mail
Armor C
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 9
Recharge this card to reduce Combat damage dealt to you by 3_ If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check_
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead_

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:
Alchemist's Shield
Armor 2
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude
Craft 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat damage dealt to you by 2, or to 0 if you recharge a card that has a trait that matches the damage type_ If proficient with light armors, you may play another armor on this check_

Spoiler:
Silken Ceremonial Armor
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 11
Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check_
Banish this card to reduce all damage dealt to you to 0_ If proficient with light armors, bury this card instead_
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait_

Items
Spoiler:
Ring of the Godless
Item B
Traits:
Accessory
Magic To Acquire:
Wisdom 5
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait_
Recharge this card to add the Magic trait to your check_

Spoiler:
Healer's Kit
Item B
Traits:
Tool
Healing To Acquire:
Wisdom
Survival
Divine 6
Bury this card to draw all cards in your discard pile that have the Healing trait_ Then you may shuffle any number of cards that have the Healing trait into your deck_

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

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

Spoiler:
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_

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

Spoiler:
Unwrapped Harmony
Ally 2
Traits:
Trigger
Caligni
Oracle To Acquire:
Perception
Charisma
Diplomacy 11
When you examine this card, shuffle it back into its deck_
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn_
Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location_

Spoiler:
Mad Dog Marrn
Ally 1
Traits:
Halfling
Barbarian
Hireling To Acquire:
Survival
Charisma
Diplomacy 9
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
Recharge this card to add 1d8 to the Survival check of a character at your location_
Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

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:
Osirion Ancestor
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

Blessings
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 Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10
Discard this card after any check is rolled to add or subtract up to 3 from the result_
Recharge this card to reduce damage dealt to you by 2_
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s_
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile_

Spoiler:
Blessing of 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 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:
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_

Top of Blessing Discard Pile:

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

Blessings Remaining: 24

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1
Blessing of Ra
Blessing C
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 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 Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 4
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait_
Discard when you shuffle cards from your discard pile into your deck_ Shuffle in an additional 1d4_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile_
Spoiler:
Blessings Deck Card 5
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10
Discard this card to add 1 die and the Cold trait to any check_
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait_
Discard this card to examine the top card of your location_ If the card has the Undead trait, you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 6
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 7
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 8
Blessing of Horus
Blessing 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:
Blessings Deck Card 9
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 10
Blessing of Khepri
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Spoiler:
Blessings Deck Card 11
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
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 Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 15
Blessing of 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 16
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 17
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 18
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 19
Blessing of Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11
Discard this card to add 1 die and the Acid trait to any check_
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile_
Spoiler:
Blessings Deck Card 20
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 21
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 22
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 23
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 24
Blessing of 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_

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: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Ghoul Square Card 1:
Fate Blade
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4_ You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8_
When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

Ghoul Square Card 2:
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_

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

Ghoul Square Card 4:
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_

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: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None

Walled Oasis Card 1:
Bal Themm
Ally 2
Traits:
Human
Cleric To Acquire:
CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.

Walled Oasis Card 2:
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_

Walled Oasis Card 3:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

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

Walled Oasis Card 5:
Anubis Staff
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
Bury this card to evade your encounter against a monster that has the Undead trait_

Walled Oasis Card 6:
Chain Lightning
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6_ While displayed, you may use the result of this check for any combat check you attempt at this location_ At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead_

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

Scorched Obelisk Card 1:
Alchemist's Suit
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand_
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ You may succeed at an Intelligence or Craft 9 check to recharge this armor instead_

Scorched Obelisk Card 2:
Shotel
Weapon B
Traits:
Scythe
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_

Scorched Obelisk Card 3:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Scorched Obelisk Card 4:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_

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: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/Bigguyinblack, Enora/cartmanbeck, Raheli/MatsuKurisu,

Safety Bubble:
Safety Bubble
Spell 5

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
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.

Lightning Storm:

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

Scorched Ruins Card 1 (Filter Hood):
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_

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

Scorched Ruins Card 3:
Spellsword +2
Weapon 4
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Recharge this card to recharge a random spell from your discard pile_

Scorched Ruins Card 4:
Corrosion
Spell 2
Traits:
Magic
Arcane
Divine
Acid To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it_

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: 0 Ba: 0 W: 1 Sp: 0 Ar: 2 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: Zarlova/GMAndrew, None

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

Crypt Card 2 (Helpful Haversack):
Helpful Haversack
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck_ You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck_

Crypt Card 3:
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_

Crypt Card 4:
Portable Sarcophagus
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

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

Runewell
Closed
At This Location:
M: 11 Ba: 8 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 8
Located/Displayed Here: This is the siege deck.

Runewell Card 1:
Rukh
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4_
Damage dealt by the Rukh is Acid damage_
If undefeated, move to a random location_

Runewell Card 2:
Grave Goods
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12
When you examine this card, discard a blessing_
If defeated, choose a type of non-loot boon and draw a random card of that type from the box_
If undefeated, draw the scourge Curse of Fevered Dreams from the box_

Runewell Card 3:
Elder Ifreeti
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19
The Elder Ifreeti is immune to the Fire trait_ All damage dealt by the Elder Ifreeti is Fire damage_
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8_
If defeated, choose a non-loot type of boon and draw a random card of that type from the box_

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

Runewell Card 5:
Quicksand Bunyip
Monster C
Traits:
Trigger
Bunyip
To Defeat:
Combat 12
When you examine this card, you may discard a card that has the Bludgeoning or Liquid trait; if you do not, the Quicksand Bunyip deals 1d4 Electricity damage to you_ Then shuffle the Quicksand Bunyip into your location_
Damage dealt by the Quicksand Bunyip may not be reduced_

Runewell Card 6:
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_

Runewell Card 7:
Ulkreth
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
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.

Runewell Card 8:
Ulkreth
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
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.

Runewell Card 9:
Aghash
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
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_

Runewell Card 10:
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_

Runewell Card 11:
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_

Runewell Card 12:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_

Runewell Card 13:
Stabbing Spear Staircase
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again_
If undefeated, you are dealt 1d4 Combat damage_ Then examine the top card of your location deck_ If it is a bane, encounter it_ If it is a boon, banish it and examine the top card of your location deck_

Runewell Card 14:
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_

Runewell Card 15:
Dry Quicksand
Barrier C
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

Runewell Card 16:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

Runewell Card 17:
Curse of Teeth and Fleas
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

Runewell Card 18:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Runewell Card 19:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced_

Runewell Card 20:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_

Runewell Card 21:
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_

Runewell Card 22:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 23:
Blightwing
Henchman 1
Type: Monster
Traits:
Outsider
Curse
Poison
Veteran
To Defeat:
Combat 11
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_

Runewell Card 24:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 25:
Plague Zombie
Monster 1
Traits:
Undead
Elite
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits_
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

Runewell Card 26:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 27:
Dance of the Dead
Barrier P
Traits:
Trap
Curse
Magic
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.


Female gnome Arcanist | Tier 4.5

Enora looks up at the darkened clouds.
lightning storm: 1d4 - 1d4 ⇒ (1) - (1) = 0 She is unable to dodge a lightning bolt that shoots down from those clouds, but her protective spells save her from damage.

She then looks over the high stone wall of the keep where the heroes are holed up, and sees a flying demonic vulture flying toward her.
Exploring to find a Rukh. Discarding Steal Book for the first combat, then using Scorching Ray on the second.
Combat 13: 1d10 + 4 + 2d6 ⇒ (5) + 4 + (3, 1) = 13
Combat 13: 1d10 + 4 + 3d6 ⇒ (1) + 4 + (6, 1, 1) = 13 Haha! That's kinda fantastic. I also get to recharge Steal book.
Arcane 12: 1d10 + 4 ⇒ (10) + 4 = 14 Recharged.

Will use Wand of Flying to look at the top card of the siege deck and the Scorched Obelisk. Siege deck has Grave Goods TRIGGER! I have ot discard a blessing, but I have none. Scorched Obelisk has Alchemist's Suit.
Recharge Wand of Flying Arcane 6: 1d10 + 4 ⇒ (6) + 4 = 10 Recharged.
Enora flies into the air, and sees a grave teeming with riches, as well as a strange alchemical-looking armor. Seeing nothing she's terribly excited about, she returns to the Scorched Ruins and reports her findings.

End turn, reveal Byzantine Lexicon to add a card, draw up.

Enora wrote:

Hand: Jelani, Blessing of Pharasma, Marionette, Byzantine Lexicon, Twisted Space, Gem of Mental Acuity, Augury, Shy Ratani,

Displayed: Safety Bubble,
Deck: 10 Discard: 1 Buried: 0
Die Bumps: 3/4
Reroll: Not Used
Notes:

Skills and Powers:
SKILLS

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

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


Grazzle's Deck Desired loot Blessing 4

Since you won by less then 6 twice you could banish up to 2 curses.

The Concordance

Deck handler link

Rahali - 1 Blessing of Ra

Lightning Storm - Safety Buble: 1d4 ⇒ 41d4 ⇒ 1 - Lightning Storm banished

Stay Scorched Ruin & Safety Bubble :-) Free explore = 2: Grave Goods.
Disable 1d10+2+2, Recharge Gem of Mental Acuity 1d4+2;
Disable 10): 1d10 + 2 + 2 + 1d4 + 2 ⇒ (5) + 2 + 2 + (2) + 2 = 13 - Defeated. Draw random item. Ring of the Godless

"Ohh!! What a nice ring" cooes Rahali as she deftly disables the poison trap on the box

Discard Wolverine explore +1d6 on stealth = 3: Elder Ifreeti
Combat 19; Rahali Power (recharge Life Drain) +1d10+2+2d8 Rahali Power (recharge Sapphire of Intelligence, Ring of the Godless) +1d4+1+1d4
Combat 19: 1d10 + 2 + 2d8 + 1d4 + 1 + 1d4 ⇒ (1) + 2 + (7, 5) + (2) + 1 + (3) = 21 - defeated exactly Banish a curse. Gain a random item = Healer's Kit. Power draw from deck card on success = Augury

End of Turn. Draw up Blessing of Pharasma, Toad,

Rahali wrote:

Hand: Ghost Whip, Augury, Blessing of Pharasma, Toad, Healer's Kit, ,

Displayed: Snapping Turtle, , , , , ,
Deck: 12 Discard: 1 Buried: 1
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


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

Most of the time I could post, Paizo has been down. =/

Zarlova stays at the Scorched Ruin, protected by the Safety Bubble.

Runewell: Card 3
She explores, encountering an Elder Ifreeti. She casts Cloudburst at it.
Combat 19: 1d10 + 3d6 + 9 ⇒ (6) + (6, 2, 6) + 9 = 29 - Wow really high roll
Scourge: 1d10 ⇒ 2 - Curse of Poisoning
Divine 13 (Cloudburst Recharge): 1d10 + 9 ⇒ (6) + 9 = 15 - Put it on top of deck with Zarlova's power
She demands a Spell from the Ifreeti upon defeating. She gets Symbol of Pain.

Having no further way to explore, she ends her turn. She discards Deathbane Shield and Holy Light to get some more cards in hand.

Zarlova wrote:

Hand: Major Cure, Volcanic Storm, Bound Elemental, Find Traps, Symbol of Pain, Cloudburst, Cure,

Displayed: Curse of the Mummy, Curse of Poisoning,
Deck: 12 Discard: 3 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

Cure of Poisoning: 1d7 ⇒ 7 - Cure

Grazzle, if you want to heal people, I will totally use my Major Cure on you. I want it out of my hand. You can roll the healing if you wish.


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

Could Enora had banished Zarlova's Curse of the Mummy when she made her check to defeat and made it by less than 6?


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

During This Scenario: When 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.
Additional Rules:

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.


Turn: 9, Grazzle/Bigguyinblack
Scourge Table:

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

Random Cards:

Monsters
Spoiler:
Bonecrusher Hunter
Monster B
Traits:
Trigger
Bonecrusher
Veteran
To Defeat:
Combat 9
When you examine this card, encounter it and increase its difficulty to defeat by 3_
The difficulty to defeat is increased by the scenario's adventure deck number_

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

Spoiler:
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_

Spoiler:
Enchanter
Monster C
Traits:
Human
Sorcerer
Veteran
To Defeat:
Combat 8
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number_
Before you act, the Enchanter deals 1 Force damage to you_
After you act, the Enchanter deals 1 Fire damage to you_

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

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

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

Spoiler:
The Evil Eye
Barrier C
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Spoiler:
Poison Spiked Pit Trap
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10
The difficulty to defeat is increased by the scenario's adventure deck number_
If defeated, you may explore again_
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn_

Spoiler:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Weapons
Spoiler:
Staff of Dark Flame
Weapon 3
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee
Arcane
Divine 12
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait_
Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1_

Spoiler:
Hunga Munga
Weapon B
Traits:
Axe
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9
For your combat check, reveal this card to use your Strength + 1d6_ You may additionally discard this card to add your Ranged skill_
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check_

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:
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:
Scorpion Whip
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite To Acquire:
Strength
Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8_ If proficient with weapons, you may add or subtract 3 from your result_
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane_

Spells
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:
Smite Abomination
Spell 4
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 10
Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location_ Characters may not play other spells on this check_
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it_

Spoiler:
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:
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_

Armors
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:
Steel Ibis Lamellar
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 9
OR Intelligence
Craft 10
Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3_
If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check_
If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead_

Spoiler:
Shield of Fire Resistance
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6
If you played a weapon that has the 2-Handed trait on this check, you may not play this card_
Reveal this card to reduce Combat or Fire damage dealt to you by 2_ If proficient with light armors, you may play another armor on this check_
If proficient with light armors, you may recharge this card when you reset your hand_

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

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_

Items
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:
Seer’s Tea
Item B
Traits:
Liquid
Magic To Acquire:
Intelligence
Wisdom 4
Banish this card to examine the top 3 cards of your location deck_ You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck_

Spoiler:
Staff of Revelations
Item 3
Traits:
Staff
Magic
Arcane To Acquire:
Intelligence
Arcane 10
Reveal this card and recharge a spell to examine the top 2 cards of your location deck_ If a card has the Elemental or Undead trait, you may encounter it_ Otherwise, put the cards back on top in any order_
At the begining of your turn, reveal this card to examine the top card of your deck_ You may return the examined card to the top or bottom of your deck_

Spoiler:
Hand of the Guilty Man
Item 2
Traits:
Accessory
Magic
Mummy To Acquire:
Wisdom
Divine 7
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead_

Spoiler:
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:
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:
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:
Mad Dog Marrn
Ally 1
Traits:
Halfling
Barbarian
Hireling To Acquire:
Survival
Charisma
Diplomacy 9
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage_
Recharge this card to add 1d8 to the Survival check of a character at your location_
Discard this card to explore your location_ If the card has the Trigger trait, you may evade it_

Spoiler:
Osirion Ancestor
Ally B
Traits:
Undead
Ghost
Incorporeal To Acquire:
Divine
Charisma
Diplomacy 8
Display this card_ While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait_

Spoiler:
Ausetitha
Ally 4
Traits:
Undead
Banshee
Incorporeal To Acquire:
Combat 15
Display this card next to your deck_ While displayed, when you play a card of your favored card type on a check, after the roll, you may add or subtract 5 from the result_ When you suffer a scourge, bury this card_

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

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

Top of Blessing Discard Pile:

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

Blessings Remaining: 21

Blessings Deck

Blessings Deck Cards/Turn Order:
Spoiler:
Blessings Deck Card 1 /
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8
Discard this card to add 1d4 to any check that invokes the Healing trait_
Discard when you shuffle cards from your discard pile into your deck_ Shuffle in an additional 1d4_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile_
Spoiler:
Blessings Deck Card 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 /
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 4 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 5 /
Blessing of 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:
Blessings Deck Card 6 /
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8
Discard this card to add 1 die and the Fire trait to any check_
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 7 /
Blessing of Khepri
Blessing P
Traits:
Divine
Healing
Khepri To Acquire:
Craft 7
OR Divine 5
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you would die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison trait, reset your hand.
Spoiler:
Blessings Deck Card 8 /
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result_
Discard this card to examine the top card of your location_ If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card_
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand_
Spoiler:
Blessings Deck Card 9 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 10 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 11 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 12 /
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7
Reveal this card to add 1d4 to your check to acquire a boon_
Discard this card to add 2d8 to any check to acquire a boon_
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration_
After you play this card, if it matches the top card of the blessings discard pile, draw a card_
Spoiler:
Blessings Deck Card 13 /
Blessing of the Elements
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 14 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 15 /
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7
Discard this card to add 1 die and the Electricity trait to any check_
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait_
Discard this card to move, then you may explore your location_
After you play this card, if it matches the top card of the blessings discard pile, you may move_
Spoiler:
Blessings Deck Card 16 /
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 17 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 18 /
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_
Spoiler:
Blessings Deck Card 19 /
Blessing of 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 20 /
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3
Discard this card to add 1 die to any check_
Discard this card to examine the top card of your location, then you may explore your location_
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it_
Spoiler:
Blessings Deck Card 21 /
Blessing of 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_

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: 0 Ba: 0 W: 2 Sp: 0 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None

Ghoul Square Card 1:
Fate Blade
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma To Acquire:
Dexterity
Ranged
Wisdom
Divine 11
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4_ You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8_
When playing another weapon, you may discard this card to add 1d4+1 to your combat check_

Ghoul Square Card 2:
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_

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

Ghoul Square Card 4:
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_

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: 0 Ba: 1 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None

Walled Oasis Card 1:
Bal Themm
Ally 2
Traits:
Human
Cleric To Acquire:
CharismaDiplomacy 10
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. During this exploration, add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait.

Walled Oasis Card 2:
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_

Walled Oasis Card 3:
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5
Discard this card to add 1 die to any check_
Discard this card to add 2 dice to a check if a spell was played during that check_
Discard this card to explore your location_
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it_

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

Walled Oasis Card 5:
Anubis Staff
Item 1
Traits:
Staff
Attack
Magic
Arcane
Divine
Anubis To Acquire:
Arcane
Divine 6
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell_ If the bane has the Construct or Undead trait, add another 1d6_
Bury this card to evade your encounter against a monster that has the Undead trait_

Walled Oasis Card 6:
Chain Lightning
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10
For your combat check, display this card next to your deck to use your Arcane skill + 3d6_ While displayed, you may use the result of this check for any combat check you attempt at this location_ At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead_

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

Scorched Obelisk Card 1 (Alchemist's Suit):
Alchemist's Suit
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7
Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand_
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0_ You may succeed at an Intelligence or Craft 9 check to recharge this armor instead_

Scorched Obelisk Card 2:
Shotel
Weapon B
Traits:
Scythe
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled_ If not proficient with weapons, the difficulty of this check is increased by 4_

Scorched Obelisk Card 3:
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6
Discard this card to add 1 die to any check_
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait_
Discard this card to explore your location_

Scorched Obelisk Card 4:
Meehr Zet
Ally B
Traits:
Dwarf
Aristocrat
Hireling To Acquire:
Charisma
Diplomacy 7
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand_
Discard this card to explore your location_ You may add 1d8 to your Diplomacy checks during this exploration_

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: 0 Ba: 0 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Grazzle/Bigguyinblack, Enora/cartmanbeck, Raheli/MatsuKurisu, Zarlova/GMAndrew,

Safety Bubble:
Safety Bubble
Spell 5

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
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.

Lightning Storm:

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

Scorched Ruins Card 1 (Filter Hood):
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_

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

Scorched Ruins Card 3:
Spellsword +2
Weapon 4
Traits:
Sword
Melee
Slashing
Magic To Acquire:
Strength
Melee
Arcane
Divine 11
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6_ If not proficient with weapons, the difficulty of this check is increased by 4_
Recharge this card to recharge a random spell from your discard pile_

Scorched Ruins Card 4:
Corrosion
Spell 2
Traits:
Magic
Arcane
Divine
Acid To Acquire:
Intelligence
Arcane
Wisdom
Divine 7
Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait_
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it_

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

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

Crypt Card 2 (Helpful Haversack):
Helpful Haversack
Item 1
Traits:
Accessory
Magic To Acquire:
Dexterity
Intelligence 6
At the start of your turn, reveal this card to examine the top card of your deck_ You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck_

Crypt Card 3:
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_

Crypt Card 4:
Portable Sarcophagus
Armor P
Traits:
Light Armor
Magic To Acquire:
ConstitutionFortitude 6
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may recharge this card and a boon that has the Magic trait when you reset your hand.

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

Runewell
Closed
At This Location:
M: 8 Ba: 7 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 8
Located/Displayed Here: This is the siege deck.

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

Runewell Card 2:
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_

Runewell Card 3:
Ulkreth
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
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.

Runewell Card 4:
Ulkreth
Henchman 4
Type: Monster
Traits:
Demon
Outsider
To Defeat:
Combat 16
OR Acrobatics 12
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.

Runewell Card 5:
Aghash
Henchman B
Type: Monster
Traits:
Trigger
Outsider
Curse
Electricity
Veteran
To Defeat:
Combat 11
OR Divine 8
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_

Runewell Card 6:
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_

Runewell Card 7:
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_

Runewell Card 8:
The Second Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None
When you examine this card, encounter it_
Display this card next to the scenario; it is defeated_ While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card_

Runewell Card 9:
Stabbing Spear Staircase
Barrier 1
Traits:
Obstacle
Trap
Piercing
Elite
To Defeat:
Disable
Perception 6
OR Dexterity
Acrobatics 8
If defeated, you may explore again_
If undefeated, you are dealt 1d4 Combat damage_ Then examine the top card of your location deck_ If it is a bane, encounter it_ If it is a boon, banish it and examine the top card of your location deck_

Runewell Card 10:
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_

Runewell Card 11:
Dry Quicksand
Barrier C
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9
If undefeated, display this barrier next to your location, then shuffle your character token into your location_ While your character token is in this location, evade any bane you would encounter and you may not move_ If a character reveals your character token, place it at your location and banish this card_

Runewell Card 12:
Guardian Scroll
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison_
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die_

Runewell Card 13:
Curse of Teeth and Fleas
Barrier 2
Traits:
Trigger
Curse
Magic
To Defeat:
Wisdom
Survival
Divine 10
When you examine this card, banish it.
If undefeated, display this card next to your deck.
While displayed, if you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage, then 1d4 Poison damage. If the Poison damage is not reduced to 0, suffer the scourge Curse of Poisoning.

Runewell Card 14:
The Evil Eye
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6
The difficulty to defeat is increased by twice the scenario's adventure deck number_
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card_

Runewell Card 15:
Skull Ripper
Monster 3
Traits:
Construct
To Defeat:
Combat 14
If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced_

Runewell Card 16:
Coffer Corpse
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10
The Coffer Corpse is immune to the Mental and Poison traits_
If undefeated, move to a random location_

Runewell Card 17:
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_

Runewell Card 18:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 19:
Blightwing
Henchman 1
Type: Monster
Traits:
Outsider
Curse
Poison
Veteran
To Defeat:
Combat 11
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_

Runewell Card 20:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 21:
Plague Zombie
Monster 1
Traits:
Undead
Elite
To Defeat:
Combat 11
The Plague Zombie is immune to the Mental and Poison traits_
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage_

Runewell Card 22:
Crawling Hands
Henchman 2
Type: Monster
Traits:
Undead
Swarm
To Defeat:
Combat 13
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_

Runewell Card 23:
Dance of the Dead
Barrier P
Traits:
Trap
Curse
Magic
To Defeat:
DexterityCharisma 10
When you examine this card, shuffle a random monster that has the Undead trait from the box into each open location deck.
If defeated, banish this barrier or display it next to the scenario. While displayed, after you defeat a monster that has the Undead trait on your exploration, shuffle an item from the box into a random open location deck, then you may explore your location.


Grazzle's Deck Desired loot Blessing 4

Grazzle starts things off with some light healing.
Discard 2 cards to Heal everyone to full Blessing of Sivanah, Mythopoeic Sphinx

He then leaps back into battle. A Quicksand Bunyip bars his way.

A quick Pyrotechnic blast should vanquish it.
combat 12 using Pyrotechnic Blast auto recharge: 1d8 + 9 + 2d4 ⇒ (8) + 9 + (4, 4) = 25
scourge?: 1d8 ⇒ 3

The Bunyip curses him with Vulnerability as it dies.

Discarding Blessing of Pharasma 2 to explore again.

From the sky approaches the Sun Falcon.

Pausing here. I think Enora's Twisted Space will allow me to evade this. It is that or burn 3 blessings and try to beat it with my d6 melee.

The Concordance

Deck handler link
Zarlova~ wrote:
Could Enora had banished Zarlova's Curse of the Mummy when she made her check to defeat and made it by less than 6?

Between Enora and Rahali we cleared 3 curses, so if you got your curse before our turns they should be gone.

The Concordance

Deck handler link
Zarlova~ wrote:


She explores, encountering an Elder Ifreeti.

Rahali defeated card 3 - Elder Ifreeti


Grazzle's Deck Desired loot Blessing 4

I was actually taking my turn during the update and the current top card was not the one after the efritti so the deck got shuffled. Assuming I'm still facing this Sun Falcon are we fine with me using a blessing from both Rahal, Enora, and myself to roll 4d6 to beat an 11?

The Concordance

Deck handler link
Grazzle BGiB wrote:
I was actually taking my turn during the update and the current top card was not the one after the efritti so the deck got shuffled. Assuming I'm still facing this Sun Falcon are we fine with me using a blessing from both Rahal, Enora, and myself to roll 4d6 to beat an 11?

OK to use Rahali's blessing


Female gnome Arcanist | Tier 4.5

Happy to use Twisted Space if you want to, or I can give you a Blessing of Pharasma if needed. Whatever you think is best.


Raheli and Zarlova both posted encounters with Elder Ifreeti. With all the mess of the site being up and down, I didn't want to waste the time to go back and have Zarlova encounter the Acid Mantis. So we are pretending there was a second Elder Ifreeti instead of Acid Mantis. Continue with the Sun Falcon.


Grazzle's Deck Desired loot Blessing 4

Grazzle spots his nemesis the Sun Falcon!

He calls for help and in a true display of teamwork, Enora casts Twisted Space allowing Grazzle to twist away as Zarlova fights it instead.


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

Sun Falcon beatdown time!

Zarlova sees the Sun Falcon. She casts Cloudburst at it.
Combat 11: 1d10 + 3d6 + 9 ⇒ (6) + (2, 5, 2) + 9 = 24 - Success, with a Scourge
Scourge: 1d10 ⇒ 7 - Curse of Fevered Dreams... ick, that's a nasty one
Divine 13 (Cloudburst Recharge): 1d10 + 9 ⇒ (4) + 9 = 13 - Put it on top of my deck

Shuffle in the Sun Falcon into the blessings deck please. :)


Grazzle's Deck Desired loot Blessing 4

Grazzle cheers Zarlova's combat abilities. But seeing her get cursed it is only fair he get rid of them.

He Channels his Gift to recall Restorative Touch and Cures her for restorative touch auto recharge: 1d4 + 1 ⇒ (2) + 1 = 3 and banishes her curse of poisoning and fevered dreams.

He then says a prayer to Milani and fights again.

It is an Ulkreth.

Dammit! Everything is immune to Eruption. Grazzle can't come close to beating this with his unarmed attack.
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.

Pausing again. 2 blessings out there so 16 combat on 3d6. Any other options?


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

I don't anything to help here. Anyone else?


Grazzle's Deck Desired loot Blessing 4

After doing some research I know nothing in Enora's hand will help except the blessing. Since we pretty much lose if it is undefeated I think the best bet is to play the long odds and try to fight it using the blessing of pharasma from Enora and Rahali.

Grazzle says some major prayers to Pharasma and tries to hold the demon off with his claws.

combat 16: 3d6 ⇒ (4, 4, 5) = 13

Much better then expected. 3 die bumps is a lot. A life's worth. And Grazzle has none. How bad do we want this?

The Concordance

Deck handler link

Rahali has no die bumps :-( She has never completed a full path


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

Zarlova has 2 available after using 1 last game.


Female gnome Arcanist | Tier 4.5

I think Enora should have 2 die bumps left. If we use 3 die bumps on this does that give us a really good chance of winning, or just stave off losing?

Also, we can post (sometimes) again. LOL


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

I agree... it hasn't been going so hot so far.

The Concordance

Deck handler link
Zarlova~ wrote:
I agree... it hasn't been going so hot so far.

I think we should call it quits and abandon the game. Either restart or move on to the next scenario


Female gnome Arcanist | Tier 4.5

I think that's reasonable at this point. Enora will be bowing out from here on out, I want to get her though adventures 5 and 6 so that I can make Evil Kyra. Great playing with you all!!!


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

Thanks for playing Enora!

I agree with the sentiment of starting this one over before we just continue the train wreck. Oh boxrunner, what say you?


Fine by me. We still do deck upgrades.

Acquired Cards
Healer's Kit (Item B)
Ring of the Godless (Item B)
Symbol of Pain (Spell 3)

Which is one short, so we need a random one.

Type of Boon?: 1d6 ⇒ 3
Armor

And the random armor is...

Hide Armor of Fire Resistance:

Armor 2
Traits: Light Armor Magic
To Acquire: Constitution Fortitude 7
Recharge this card to reduce Combat or Fire damage dealt to you by 2_ Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead_ If proficient with light armors, you may recharge this card when you reset your hand_

So...

Acquired Cards
Hide Armor of Fire Resistance (Armor 2)
Healer's Kit (Item B)
Ring of the Godless (Item B)
Symbol of Pain (Spell 3)

Choose your upgrade and I'll reset for 3.


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


After you've got your upgrades, let me know replacement cards, traders and where you want to start.

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