[ACG] [OutPost I] Cartmanbeck's Season of Plundered Tombs Adventure 3: In Search of a Sage (Inactive)

Game Master cartmanbeck

In Search of a Sage: Scenario 5: Up in Flames - Thriae
The current adventure deck number is 3.

Turn order::

Oloch/Akaitora
Feiya/skizzerz
Ostog/JohnF
Bekah/LucianC

Villain:

Alhaman Ulak:
Alhaman Ulak
Villain Monster 3

Traits
Human
Alchemist

Check
Combat
17
OR
Arcane
12

Powers
Before you act, succeed at a Constitution, Fortitude, Wisdom, or Perception 9 check or the difficulty to defeat is increased by 1d12.
If undefeated, draw 3 cards, then bury 1 card, discard 1 card, and recharge 1 card.

Henchmen:

Hidden Flame Alchemist:
Hidden Flame Alchemist
Henchman Monster 3

Traits
Human
Alchemist

Check
Combat
15

Powers
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 7 check or be dealt 1d4-1 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Conflagration:
Conflagration
Henchman Barrier B

Traits
Trigger
Obstacle
Weather
Fire
Veteran

Check
Dexterity
Disable
Craft
Constitution
Survival
9

Powers
When you examine or encounter this card, or discard it from the blessings deck, if there is an open location that does not have a barrier displayed, display this card next to a random such location.
The difficulty to defeat is increased by the scenario’s adventure deck number.
While displayed, the location may not be closed.
When you end your turn at this location, you are dealt 1 Fire damage. When you start your turn at this location, you may succeed at a check to defeat this card to banish it.

Needed for locations:

Thriae Dancer:
Thriae Dancer
Henchman Monster 3

Traits
Thriae
Bard

Check
Charisma
Diplomacy
10
OR
Combat
16

Powers
The Thriae Dancer is immune to the Poison trait. All damage dealt by the Thriae Dancer is Poison damage.
If every character at this location reveals the henchman Stolen Larvae, you may evade Thriae Dancer.
If defeated, you may examine the top card of any location deck.
NO HENCHMAN CLOSE

Thriae Soldier:
Thriae Soldier
Henchman Monster 3

Traits
Thriae
Soldier

Check
Combat
13
THEN
Combat
13

Powers
The Thriae Soldier is immune to the Poison trait. All damage dealt by the Thriae Soldier is Poison damage.
If your check to defeat exceeds 17, you are dealt 1 Poison damage.
NO HENCHMAN CLOSE

Stolen Larvae:
Stolen Larvae
Henchman Monster 3

Traits
Thriae

Check
Strength
5
OR
Constitution
4

Powers
Before you act, summon and encounter the henchman Thriae Dancer.
If defeated, draw this card.


201 to 250 of 616 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

(Ostog's turn, continued)

Ostog calls on Torag for assistance in finding something more suitable.
Torag obviously has a sense of humour, for Ostag finds a Shasalqu.

Wisdom 6: 1d6 ⇒ 6 The creature strikes at Ostog, but misses!

Ostog strikes back with his Ranseur Combat 9: 1d10 + 3 + 2d4 + 1 ⇒ (1) + 3 + (3, 2) + 1 = 10
He doesn't miss, and the Shasalq is vanquished.

End of turn: reset hand, drawing Rage Totem and Topaz of Strength.

Ostog wrote:

Hand: Longspear, Ranseur of the Gargoyle, Rage Totem, Topaz of Strength, Whetstone,

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Fortitude: Constitution +3
Intelligence d4 [ ]+1
Wisdom d6 [ ]+1
Charisma d6 [ ]+1 [ ]+2 [ ]+3

POWERS
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([ ] 3).
When another character at your location moves during her move step, you may move to an open location.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The scourge die is 1d6.

Scourges:

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.



When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: Treat the the villain Ifreeti as the villain Rath Sandstalker and the
henchman Fire Spirit as the henchman Bonecrusher Ambusher.
The difficulty to defeat banes that have the Gnoll trait is increased
by 1d10.
When you defeat and corner the villain Bonecrusher Master, banish
it, then summon and build the location Windswept Chasm and
shuffle the villain Ifreeti (proxy for Rath Sandstalker) into it. You
win the scenario only when you defeat and corner Rath Sandstalker.

Random Monsters:
Monster 1
Spoiler:
Shock Elemental
Monster B

Traits
Elemental
Outsider
Electricity
Basic

Check
Combat
9

Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Monster 2
Spoiler:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Monster 3
Spoiler:
Caravan Raider
Monster B

Traits
Human
Veteran

Check
Stealth
7
OR
Combat
9

Powers
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.

Monster 4
Spoiler:
Guardian Scroll
Monster 1

Traits
Construct
Elite

Check
Stealth
8
OR
Combat
11

Powers
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.

Monster 5
Spoiler:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
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.

Random Barriers:
Barrier 1
Spoiler:
Malfunctioning Deathtrap
Barrier B

Traits
Trap
Magic
Electricity
Trigger
Basic

Check
Dexterity
Stealth
Disable
Intelligence
5

Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Barrier 2
Spoiler:
Falling Rubble
Barrier B

Traits
Obstacle
Trap
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
Survival
6

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

Barrier 3
Spoiler:
Wall Scythes
Barrier B

Traits
Obstacle
Trap
Slashing
Basic

Check
Dexterity
Acrobatics
4
OR
Disable
6

Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

Barrier 4
Spoiler:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

Powers
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.

Barrier 5
Spoiler:
Camouflaged Pit Trap
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Random Weapons:
Weapon 1
Spoiler:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Weapon 2
Spoiler:
Kukri
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 3
Spoiler:
Kukri
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 4
Spoiler:
Bolas
Weapon C

Traits
Chain
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

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

Weapon 5
Spoiler:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Random Spells:
Spell 1
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
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.

Spell 2
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
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.

Spell 3
Spoiler:
Mummify Self
Spell P

Traits
Magic
Divine

Check
Wisdom
Divine
10

Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.

Spell 4
Spoiler:
Immolate
Spell C

Traits
Magic
Arcane
Divine
Attack
Fire
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Speak with Dead
Spell 1

Traits
Magic
Divine
Undead

Check
Wisdom
Divine
4

Powers
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.

Random Armors:
Armor 1
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 2
Spoiler:
Crocodile Skin Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 3
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

Powers
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.

Armor 4
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 5
Spoiler:
Catching Cape
Armor B

Traits
Clothing
Light Armor
Offhand
Magic

Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5

Powers
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.

Random Items:
Item 1
Spoiler:
Compass
Item B

Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Item 2
Spoiler:
Flame Staff
Item C

Traits
Staff
Attack
Fire
Magic
Basic

Check
Arcane
Divine
4

Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

Item 3
Spoiler:
Bladeguard
Item B

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 4
Spoiler:
Bladeguard
Item C

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 5
Spoiler:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Random Allies:
Ally 1
Spoiler:
Embalmer
Ally B

Traits
Human
Hireling
Basic

Check
Charisma
Diplomacy
Craft
5

Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Ally 2
Spoiler:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Ally 3
Spoiler:
Fire Gecko
Ally B

Traits
Animal
Elemental
Fire

Check
Wisdom
Survival
4

Powers
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.

Ally 4
Spoiler:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Ally 5
Spoiler:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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.

Blessing 3
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
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.

Blessing 4
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Turn: 5 Bekah/LucianC

Top of Blessing Discard Pile: Blessing of the Ancients

Top Blessing:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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:
Blessings Deck Card 1 (Turn 6 Salim)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 2 (Turn 7 Oloch)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 3 (Turn 8 Feiya)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 4 (Turn 9 Ostog)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
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, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 5 (Turn 10 Bekah)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 6 (Turn 11 Salim)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Blessings Deck Card 7 (Turn 12 Oloch)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 8 (Turn 13 Feiya)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 9 (Turn 14 Ostog)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 10 (Turn 15 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 11 (Turn 16 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 12 (Turn 17 Oloch)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 13 (Turn 18 Feiya)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 14 (Turn 19 Ostog)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 15 (Turn 20 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 16 (Turn 21 Salim)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 17 (Turn 22 Oloch)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 18 (Turn 23 Feiya)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 19 (Turn 24 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 20 (Turn 25 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 21 (Turn 26 Salim)
Spoiler:
Blessing of Bastet
Blessing C

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 22 (Turn 27 Oloch)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 23 (Turn 28 Feiya)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 24 (Turn 29 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 25 (Turn 30 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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.

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Salim/Elizabeth

Howling Sands Card 1:
Dredge
Ally B

Traits
Halfling
Rogue

Check
Charisma
Diplomacy
8

Powers
When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.

Howling Sands Card 2:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

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

Howling Sands Card 3:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 4:
Blasphemous Priest
Monster B

Traits
Undead
Cleric
Elite

Check
Combat
10

Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Howling Sands Card 5:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

Powers
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.

Howling Sands Card 6:
Tekenu
Monster 2

Traits
Undead
Elite

Check
Combat
13

Powers
The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.

Howling Sands Card 7:
Dark Stalker
Monster 2

Traits
Caligni
Veteran

Check
Combat
12

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.

Thornscrub
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Bekah/LucianC, Feiyz/skizzerz

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:1 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Oloch/Akaitora

Scorched Ruins Card 1:
Clawhand Shield
Armor 3

Traits
Shield
Offhand

Check
Constitution
Fortitude
6
OR
Melee
8

Powers
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 Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

Scorched Ruins Card 2:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Scorched Ruins Card 3:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.

Scorched Ruins Card 4:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Scorched Ruins Card 5:
Sun Falcon
Monster 1

Traits
Animal
Fire

Check
Combat
11

Powers
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.

Scorched Ruins Card 6:
Sistrum of Bastet
Weapon P

Traits
Staff
Instrument
Melee
Bludgeoning
Magic

Check
Charisma
Melee
13

Powers
For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.

Scorched Ruins Card 7:
Rolling Sphere
Barrier 3

Traits
Trap
Obstacle

Check
NONE

Powers
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.

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M:1 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:2 ?:1

Hot Springs Card 1:
Dry Quicksand
Barrier B

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Hot Springs Card 2:
Black Kiss
Ally 1

Traits
Half-Elf
Alchemist
Hireling

Check
Intelligence
Craft
Charisma
Diplomacy
10

Powers
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.

Hot Springs Card 3:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Hot Springs Card 4:
Mystic Silk Coat
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Hot Springs Card 5:
Sedja
Ally 3

Traits
Animal

Check
Charisma
Diplomacy
11

Powers
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

Hot Springs Card 6:
Alchemist's Kit
Item B

Traits
Tool
Alchemical

Check
Intelligence
Craft
6

Powers
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.

Hot Springs Card 7:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Hot Springs Card 8:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs Card 9:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hot Springs Card 10:
Khamsin Coat
Armor 3

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:2 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1

Earthworks Card 1:
Carrion Golem
Monster 2

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Earthworks Card 2:
Crocodile Skin Madu
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
3
OR
Melee
5

Powers
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.

Earthworks Card 3:
Soul Stimulant
Item 2

Traits
Liquid
Alchemical

Check
Intelligence
Craft
9

Powers
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.

Earthworks Card 4:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Earthworks Card 5:
Thunder Lizard
Monster 3

Traits
Dragon
Electricity

Check
Combat
13

Powers
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

Earthworks Card 6:
The Viper
Ally 3

Traits
Human
Rogue

Check
Charisma
Diplomacy
9

Powers
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Earthworks Card 7:
Alchemist's Suit
Armor 2

Traits
Clothing
Light Armor
Alchemical

Check
Constitution
Fortitude
Intelligence
Craft
7

Powers
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.

Earthworks Card 8:
Blast Glyph
Barrier 3

Traits
Trap
Magic
Cold
Arcane
Trigger

Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12

Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Earthworks Card 9:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Earthworks Card 10:
Druid of the Hive
Ally B

Traits
Thriae
Druid
Veteran
Poison

Check
Charisma
Diplomacy
7

Powers
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:1 Ba:2 W:1 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Ostog/Johnf

Towering Obelisk Card 1:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Towering Obelisk Card 2:
Falcata
Weapon B

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. 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 a 5.

Towering Obelisk Card 3:
Vanth
Monster 2

Traits
Outsider
Psychopomp

Check
Combat
13

Powers
The Vanth is immune to the Poison trait.
Before you act, draw a random scourge from the box.

Towering Obelisk Card 4:
Dance of the Dead
Barrier P

Traits
Trigger
Cache
Curse
Magic

Check
Dexterity
Charisma
10

Powers
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.

Towering Obelisk Card 5:
Final Nights
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Towering Obelisk Card 6:
Corrosion
Spell 2

Traits
Magic
Arcane
Divine
Acid

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
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.

Towering Obelisk Card 7:
Bonecrusher Master
Villain Monster B

Traits
Gnoll
Rogue

Check
Combat
11

Powers
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

Towering Obelisk Card 8:
Acute Senses
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
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.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Bekah sends her Merchant friend to buy her a new sword.

Put Merchant on top of my deck to draw Flaming Scimitar +1 from the bottom of my deck.

Looking around at the empty area, Bekah decides to make her way to the Howling Sands.

As she nears them Bekah surveys from a distance.

Discard Spyglass

Bekah pears forward and spots a Dredge loafing about. Continuing to study Bekah spots a Cure scroll she desperately desires.

Moving on she first must talk to the Halfling Dredge.

Explore and encounter Dredge

Diplomacy 8: 1d8 + 4 ⇒ (5) + 4 = 9

The Dredge is impressed by Bekah's silver tongue. But Bekah cares only if he can lead her to the the Cure Scroll.

Discard Dredge to explore

Bekah grabs the scroll and works to decipher it.

Divine 6: 1d8 + 2 ⇒ (4) + 2 = 6

The scroll is hers!

End turn, draw Lightning Bolt, Tetisurah and Merchant

Bekah wrote:

Hand: Flaming Scimitar +1, Magic Leather Armor, Cure3 (acquired), Lightning Bolt, Tetisurah, Merchant,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Let me know if anyone needs a Cure!
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [ ] +3
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ]+1 [ ]+2
Perception: Wisdom +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3
Arcane: Charisma +1
Divine: Charisma +1

Favored Card: Player's Choice (weapon)
Hand Size 6
Proficient with: Light armor, weapons
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([X] +1) to a check by another character at your location ([X] or your check)
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The scourge die is 1d6.

Scourges:

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.



When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: Treat the the villain Ifreeti as the villain Rath Sandstalker and the
henchman Fire Spirit as the henchman Bonecrusher Ambusher.
The difficulty to defeat banes that have the Gnoll trait is increased
by 1d10.
When you defeat and corner the villain Bonecrusher Master, banish
it, then summon and build the location Windswept Chasm and
shuffle the villain Ifreeti (proxy for Rath Sandstalker) into it. You
win the scenario only when you defeat and corner Rath Sandstalker.

Random Monsters:
Monster 1
Spoiler:
Shock Elemental
Monster B

Traits
Elemental
Outsider
Electricity
Basic

Check
Combat
9

Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Monster 2
Spoiler:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Monster 3
Spoiler:
Caravan Raider
Monster B

Traits
Human
Veteran

Check
Stealth
7
OR
Combat
9

Powers
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.

Monster 4
Spoiler:
Guardian Scroll
Monster 1

Traits
Construct
Elite

Check
Stealth
8
OR
Combat
11

Powers
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.

Monster 5
Spoiler:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
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.

Random Barriers:
Barrier 1
Spoiler:
Malfunctioning Deathtrap
Barrier B

Traits
Trap
Magic
Electricity
Trigger
Basic

Check
Dexterity
Stealth
Disable
Intelligence
5

Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Barrier 2
Spoiler:
Falling Rubble
Barrier B

Traits
Obstacle
Trap
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
Survival
6

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

Barrier 3
Spoiler:
Wall Scythes
Barrier B

Traits
Obstacle
Trap
Slashing
Basic

Check
Dexterity
Acrobatics
4
OR
Disable
6

Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

Barrier 4
Spoiler:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

Powers
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.

Barrier 5
Spoiler:
Camouflaged Pit Trap
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Random Weapons:
Weapon 1
Spoiler:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Weapon 2
Spoiler:
Kukri
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 3
Spoiler:
Kukri
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 4
Spoiler:
Bolas
Weapon C

Traits
Chain
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

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

Weapon 5
Spoiler:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Random Spells:
Spell 1
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
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.

Spell 2
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
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.

Spell 3
Spoiler:
Mummify Self
Spell P

Traits
Magic
Divine

Check
Wisdom
Divine
10

Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.

Spell 4
Spoiler:
Immolate
Spell C

Traits
Magic
Arcane
Divine
Attack
Fire
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Speak with Dead
Spell 1

Traits
Magic
Divine
Undead

Check
Wisdom
Divine
4

Powers
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.

Random Armors:
Armor 1
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 2
Spoiler:
Crocodile Skin Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 3
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

Powers
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.

Armor 4
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 5
Spoiler:
Catching Cape
Armor B

Traits
Clothing
Light Armor
Offhand
Magic

Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5

Powers
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.

Random Items:
Item 1
Spoiler:
Compass
Item B

Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Item 2
Spoiler:
Flame Staff
Item C

Traits
Staff
Attack
Fire
Magic
Basic

Check
Arcane
Divine
4

Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

Item 3
Spoiler:
Bladeguard
Item B

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 4
Spoiler:
Bladeguard
Item C

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 5
Spoiler:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Random Allies:
Ally 1
Spoiler:
Embalmer
Ally B

Traits
Human
Hireling
Basic

Check
Charisma
Diplomacy
Craft
5

Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Ally 2
Spoiler:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Ally 3
Spoiler:
Fire Gecko
Ally B

Traits
Animal
Elemental
Fire

Check
Wisdom
Survival
4

Powers
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.

Ally 4
Spoiler:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Ally 5
Spoiler:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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.

Blessing 3
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
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.

Blessing 4
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Turn: 6 Salim/Elizabeth

Top of Blessing Discard Pile: Blessing of Thoth

Top Blessing:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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


Blessings Remaining: 24
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 7 Oloch)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 2 (Turn 8 Feiya)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 3 (Turn 9 Ostog)
Spoiler:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
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, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.

Blessings Deck Card 4 (Turn 10 Bekah)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 5 (Turn 11 Salim)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Blessings Deck Card 6 (Turn 12 Oloch)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 7 (Turn 13 Feiya)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 8 (Turn 14 Ostog)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 9 (Turn 15 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 10 (Turn 16 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 11 (Turn 17 Oloch)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 12 (Turn 18 Feiya)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 13 (Turn 19 Ostog)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 14 (Turn 20 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 15 (Turn 21 Salim)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 16 (Turn 22 Oloch)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 17 (Turn 23 Feiya)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 18 (Turn 24 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 19 (Turn 25 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 20 (Turn 26 Salim)
Spoiler:
Blessing of Bastet
Blessing C

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 21 (Turn 27 Oloch)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 22 (Turn 28 Feiya)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 23 (Turn 29 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 24 (Turn 30 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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.

Howling Sands
At This Location: At the start of your turn, recharge any cards in your hand that have the Cold trait.
When Closing: Succeed at a Dexterity or Acrobatics check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Salim/Elizabeth, Bekah/LucianC,

Howling Sands Card 1:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Howling Sands Card 2:
Blasphemous Priest
Monster B

Traits
Undead
Cleric
Elite

Check
Combat
10

Powers
The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.

Howling Sands Card 3:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

Powers
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.

Howling Sands Card 4:
Tekenu
Monster 2

Traits
Undead
Elite

Check
Combat
13

Powers
The Tekenu is immune to the Mental and Poison traits.
Before you act, you may succeed at a Stealth 7 check to evade the Tekenu.
After you act, roll 1d4. On a 4, you are dealt 2 Acid damage.
If the check to defeat has the Divine trait, add 1d6.

Howling Sands Card 5:
Dark Stalker
Monster 2

Traits
Caligni
Veteran

Check
Combat
12

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
After you act, if your check to defeat did not exceed the difficulty by at least 3, each character at this location must succeed at a Dexterity or Acrobatics 8 check or be dealt 1d4 Fire damage.
If undefeated, the Dark Stalker deals 2 Poison damage to you.

Thornscrub
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Feiyz/skizzerz

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:1 Ba:3 W:1 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Oloch/Akaitora

Scorched Ruins Card 1:
Clawhand Shield
Armor 3

Traits
Shield
Offhand

Check
Constitution
Fortitude
6
OR
Melee
8

Powers
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 Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

Scorched Ruins Card 2:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Scorched Ruins Card 3:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.

Scorched Ruins Card 4:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Scorched Ruins Card 5:
Sun Falcon
Monster 1

Traits
Animal
Fire

Check
Combat
11

Powers
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.

Scorched Ruins Card 6:
Sistrum of Bastet
Weapon P

Traits
Staff
Instrument
Melee
Bludgeoning
Magic

Check
Charisma
Melee
13

Powers
For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.

Scorched Ruins Card 7:
Rolling Sphere
Barrier 3

Traits
Trap
Obstacle

Check
NONE

Powers
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.

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M:1 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:2 ?:1

Hot Springs Card 1:
Dry Quicksand
Barrier B

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Hot Springs Card 2:
Black Kiss
Ally 1

Traits
Half-Elf
Alchemist
Hireling

Check
Intelligence
Craft
Charisma
Diplomacy
10

Powers
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.

Hot Springs Card 3:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Hot Springs Card 4:
Mystic Silk Coat
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Hot Springs Card 5:
Sedja
Ally 3

Traits
Animal

Check
Charisma
Diplomacy
11

Powers
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

Hot Springs Card 6:
Alchemist's Kit
Item B

Traits
Tool
Alchemical

Check
Intelligence
Craft
6

Powers
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.

Hot Springs Card 7:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Hot Springs Card 8:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs Card 9:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hot Springs Card 10:
Khamsin Coat
Armor 3

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:2 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1

Earthworks Card 1:
Carrion Golem
Monster 2

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Earthworks Card 2:
Crocodile Skin Madu
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
3
OR
Melee
5

Powers
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.

Earthworks Card 3:
Soul Stimulant
Item 2

Traits
Liquid
Alchemical

Check
Intelligence
Craft
9

Powers
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.

Earthworks Card 4:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Earthworks Card 5:
Thunder Lizard
Monster 3

Traits
Dragon
Electricity

Check
Combat
13

Powers
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

Earthworks Card 6:
The Viper
Ally 3

Traits
Human
Rogue

Check
Charisma
Diplomacy
9

Powers
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Earthworks Card 7:
Alchemist's Suit
Armor 2

Traits
Clothing
Light Armor
Alchemical

Check
Constitution
Fortitude
Intelligence
Craft
7

Powers
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.

Earthworks Card 8:
Blast Glyph
Barrier 3

Traits
Trap
Magic
Cold
Arcane
Trigger

Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12

Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Earthworks Card 9:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Earthworks Card 10:
Druid of the Hive
Ally B

Traits
Thriae
Druid
Veteran
Poison

Check
Charisma
Diplomacy
7

Powers
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:1 Ba:2 W:1 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Ostog/Johnf

Towering Obelisk Card 1:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Towering Obelisk Card 2:
Falcata
Weapon B

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. 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 a 5.

Towering Obelisk Card 3:
Vanth
Monster 2

Traits
Outsider
Psychopomp

Check
Combat
13

Powers
The Vanth is immune to the Poison trait.
Before you act, draw a random scourge from the box.

Towering Obelisk Card 4:
Dance of the Dead
Barrier P

Traits
Trigger
Cache
Curse
Magic

Check
Dexterity
Charisma
10

Powers
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.

Towering Obelisk Card 5:
Final Nights
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Towering Obelisk Card 6:
Corrosion
Spell 2

Traits
Magic
Arcane
Divine
Acid

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
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.

Towering Obelisk Card 7:
Bonecrusher Master
Villain Monster B

Traits
Gnoll
Rogue

Check
Combat
11

Powers
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

Towering Obelisk Card 8:
Acute Senses
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
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.

Silver Crusade

I have no cards with the cold trait, so I just explore. Bonecrusher Ambusher.

BYA Wisdom 5: 1d6 + 1d8 ⇒ (1) + (3) = 4 I am dealt 1d4 - 1 ⇒ (2) - 1 = 1 damage, which I take in the form of Remove Curse.

Difficulty is 10 + 1d10 ⇒ 10 + (6) = 16 Melted Blade, burying the rapier.

Combat 16: 1d8 + 4d4 + 8 ⇒ (6) + (3, 1, 2, 3) + 8 = 23

He is dead. Close check.

Dex 7: 1d8 + 3 ⇒ (8) + 3 = 11

Howling Sands closed, and I heal a card.

Hand: Mysterious Disk, Advocate’s Armor, Tablet of Languages Lost, The Melted Blade, Cure, Blessing of Abadar
Deck: 8 Discard: 2 Buried: 5
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [x] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([x] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 


At the beginning of his turn, Oloch resets his hand drawing his Bastard Sword.

Oloch continues his exploration of the Scorched Ruins. He encounters a weird shield. Unlike most shields he has seen, this one seems like it could be used as a weapon. Maybe it would come in handy. Uses a bit of divine power to get it out.

Oloch displays Divine Favor and Weapon of Awe to add +2 to his check, mostly so that my hand doesn't go stale.

Melee DC 8: 1d10 + 5 ⇒ (9) + 5 = 14

He gets it out of the rocks without issue and takes a moment to examine it.

Oloch ends his turn. Divine Favor and Weapon of Awe get recharged.

Oloch wrote:

Hand: Clawhand Shield, Bastard Sword, Strength, Greatsword,

Displayed:
Deck: 11 Discard: 3 Buried: 0
"Notes: -Remember Oloch can encounter monsters that other characters at his location fail to defeat!
-Use Strength to give yourself +3 to Strength if needed.
"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
"When another character at your location fails a check to defeat a
monster, that character may discard a card to evade the monster, then
you encounter it."
When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ( [ ]2) to your check. Before you reset your hand, recharge the displayed cards. ( [X] You may reset your hand at the start of your turn.)
[X] You may recharge a blessing or a spell to add 1d4 ( [X]+1) and the Magic trait to a check by a character at your location to defeat a monster.


Deck Handler // Tier 6.12 // 11 hero points

With Thornscrub taken care of, Feiya heads over to the Towering Obelisk to travel with Ostog for a while.

Feiya stumbles upon a Blessing of Nethys, and feels a Good Omen about it. Playing Good Omen to auto-succeed on a Divine 5 check with a d4+4. Arcane 8 (recharge Good Omen): 1d12 + 4 ⇒ (1) + 4 = 5

Nethys lets her see what's ahead -- a Falcata and Vanth. Feiya has no need for weapons, so she heads over to Vanth to rid the world of him. Random Scourge: 1d6 ⇒ 1. Vanth lays down a Curse of Poisoning on her before she gets a chance to cast her spell.

Regaining her bearings, Feiya casts Verdure's Wrath to take Vanth down. Combat 13: 1d12 + 2d6 + 4 ⇒ (10) + (6, 5) + 4 = 25 Arcane 10 (recharge Verdure's Wrath): 1d12 + 4 ⇒ (11) + 4 = 15

Note: I'll be using alphabetical ordering to determine what cards Curse of Poisoning recharges. Hand: Amulet of Life, Black Spot, Blessing of Maat, Blessing of Pharasma, Frog, Staff of Cackling Wrath, Vengeance Doll

Random recharge (Curse of Poisoning): 1d7 ⇒ 2

A Falcata (Weapon B) is the top card of Towering Obelisk.

Feiya wrote:

Hand: Blessing of Maat, Frog, Vengeance Doll, Amulet of Life, Staff of Cackling Wrath, Blessing of Pharasma,

Displayed: Daji (Cohort), Curse of Poisoning,
Deck: 11 Discard: 4 Buried: 0
Notes:
  • Blessing of Maat available. Adds or subtracts 3 from the result after the dice are rolled, or can replace all dice with d8's on a non-combat check.
  • Blessing of Pharasma available (+2 dice if a spell was played on the check, +1 otherwise).
  • At my location, recharge to reduce difficulty to acquire an ally or defeat a monster or barrier by the amount in parenthesis: Amulet of Life (2), Frog (2), Vengeance Doll (3)

Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 ☐+1
Dexterity d8 ☐+1 ☐+2
Constitution d4 ☐+1 ☐+2
Intelligence d12 ☑+1 ☑+2 ☐+3 ☐+4
Knowledge: Intelligence +2
Arcane: Intelligence +2 (while Daji is displayed)
Craft: Intelligence +2 (while Daji is displayed)
Wisdom d6 ☐+1 ☐+2
Charisma d8 ☑+1 ☐+2 ☐+3 ☐+4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6 ☑7
Powers:
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card's adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random (☐ or any) other open location deck.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The scourge die is 1d6.

Scourges:

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.



When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: Treat the the villain Ifreeti as the villain Rath Sandstalker and the
henchman Fire Spirit as the henchman Bonecrusher Ambusher.
The difficulty to defeat banes that have the Gnoll trait is increased
by 1d10.
When you defeat and corner the villain Bonecrusher Master, banish
it, then summon and build the location Windswept Chasm and
shuffle the villain Ifreeti (proxy for Rath Sandstalker) into it. You
win the scenario only when you defeat and corner Rath Sandstalker.

Random Monsters:
Monster 1
Spoiler:
Shock Elemental
Monster B

Traits
Elemental
Outsider
Electricity
Basic

Check
Combat
9

Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Monster 2
Spoiler:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Monster 3
Spoiler:
Caravan Raider
Monster B

Traits
Human
Veteran

Check
Stealth
7
OR
Combat
9

Powers
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.

Monster 4
Spoiler:
Guardian Scroll
Monster 1

Traits
Construct
Elite

Check
Stealth
8
OR
Combat
11

Powers
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.

Monster 5
Spoiler:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
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.

Random Barriers:
Barrier 1
Spoiler:
Malfunctioning Deathtrap
Barrier B

Traits
Trap
Magic
Electricity
Trigger
Basic

Check
Dexterity
Stealth
Disable
Intelligence
5

Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Barrier 2
Spoiler:
Falling Rubble
Barrier B

Traits
Obstacle
Trap
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
Survival
6

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

Barrier 3
Spoiler:
Wall Scythes
Barrier B

Traits
Obstacle
Trap
Slashing
Basic

Check
Dexterity
Acrobatics
4
OR
Disable
6

Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

Barrier 4
Spoiler:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

Powers
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.

Barrier 5
Spoiler:
Camouflaged Pit Trap
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Random Weapons:
Weapon 1
Spoiler:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Weapon 2
Spoiler:
Kukri
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 3
Spoiler:
Kukri
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 4
Spoiler:
Bolas
Weapon C

Traits
Chain
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

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

Weapon 5
Spoiler:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Random Spells:
Spell 1
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
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.

Spell 2
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
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.

Spell 3
Spoiler:
Mummify Self
Spell P

Traits
Magic
Divine

Check
Wisdom
Divine
10

Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.

Spell 4
Spoiler:
Immolate
Spell C

Traits
Magic
Arcane
Divine
Attack
Fire
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Speak with Dead
Spell 1

Traits
Magic
Divine
Undead

Check
Wisdom
Divine
4

Powers
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.

Random Armors:
Armor 1
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 2
Spoiler:
Crocodile Skin Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 3
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

Powers
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.

Armor 4
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 5
Spoiler:
Catching Cape
Armor B

Traits
Clothing
Light Armor
Offhand
Magic

Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5

Powers
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.

Random Items:
Item 1
Spoiler:
Compass
Item B

Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Item 2
Spoiler:
Flame Staff
Item C

Traits
Staff
Attack
Fire
Magic
Basic

Check
Arcane
Divine
4

Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

Item 3
Spoiler:
Bladeguard
Item B

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 4
Spoiler:
Bladeguard
Item C

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 5
Spoiler:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Random Allies:
Ally 1
Spoiler:
Embalmer
Ally B

Traits
Human
Hireling
Basic

Check
Charisma
Diplomacy
Craft
5

Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Ally 2
Spoiler:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Ally 3
Spoiler:
Fire Gecko
Ally B

Traits
Animal
Elemental
Fire

Check
Wisdom
Survival
4

Powers
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.

Ally 4
Spoiler:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Ally 5
Spoiler:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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.

Blessing 3
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
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.

Blessing 4
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Turn: 9 Ostog/JohnF

Top of Blessing Discard Pile: Blessing of Wadjet

Top Blessing:
Blessing of Wadjet
Blessing B

Traits
Divine
Wadjet

Check
Divine
5
OR
Intelligence
Knowledge
7

Powers
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, add 1 die to your checks to acquire boons.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.


Blessings Remaining: 21
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 10 Bekah)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 2 (Turn 11 Salim)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Blessings Deck Card 3 (Turn 12 Oloch)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 4 (Turn 13 Feiya)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 5 (Turn 14 Ostog)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 15 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 7 (Turn 16 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 8 (Turn 17 Oloch)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 9 (Turn 18 Feiya)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 10 (Turn 19 Ostog)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 11 (Turn 20 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 12 (Turn 21 Salim)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 13 (Turn 22 Oloch)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 14 (Turn 23 Feiya)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 15 (Turn 24 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 16 (Turn 25 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 17 (Turn 26 Salim)
Spoiler:
Blessing of Bastet
Blessing C

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 18 (Turn 27 Oloch)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 19 (Turn 28 Feiya)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 20 (Turn 29 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 21 (Turn 30 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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.

Howling Sands
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Salim/Elizabeth, Bekah/LucianC,

Thornscrub
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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:1 Ba:3 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Oloch/Akaitora

Scorched Ruins Card 1:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Scorched Ruins Card 2:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.

Scorched Ruins Card 3:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Scorched Ruins Card 4:
Sun Falcon
Monster 1

Traits
Animal
Fire

Check
Combat
11

Powers
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.

Scorched Ruins Card 5:
Sistrum of Bastet
Weapon P

Traits
Staff
Instrument
Melee
Bludgeoning
Magic

Check
Charisma
Melee
13

Powers
For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.

Scorched Ruins Card 6:
Rolling Sphere
Barrier 3

Traits
Trap
Obstacle

Check
NONE

Powers
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.

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M:1 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:2 ?:1

Hot Springs Card 1:
Dry Quicksand
Barrier B

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Hot Springs Card 2:
Black Kiss
Ally 1

Traits
Half-Elf
Alchemist
Hireling

Check
Intelligence
Craft
Charisma
Diplomacy
10

Powers
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.

Hot Springs Card 3:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Hot Springs Card 4:
Mystic Silk Coat
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Hot Springs Card 5:
Sedja
Ally 3

Traits
Animal

Check
Charisma
Diplomacy
11

Powers
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

Hot Springs Card 6:
Alchemist's Kit
Item B

Traits
Tool
Alchemical

Check
Intelligence
Craft
6

Powers
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.

Hot Springs Card 7:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Hot Springs Card 8:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs Card 9:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hot Springs Card 10:
Khamsin Coat
Armor 3

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:2 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1

Earthworks Card 1:
Carrion Golem
Monster 2

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Earthworks Card 2:
Crocodile Skin Madu
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
3
OR
Melee
5

Powers
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.

Earthworks Card 3:
Soul Stimulant
Item 2

Traits
Liquid
Alchemical

Check
Intelligence
Craft
9

Powers
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.

Earthworks Card 4:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Earthworks Card 5:
Thunder Lizard
Monster 3

Traits
Dragon
Electricity

Check
Combat
13

Powers
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

Earthworks Card 6:
The Viper
Ally 3

Traits
Human
Rogue

Check
Charisma
Diplomacy
9

Powers
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Earthworks Card 7:
Alchemist's Suit
Armor 2

Traits
Clothing
Light Armor
Alchemical

Check
Constitution
Fortitude
Intelligence
Craft
7

Powers
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.

Earthworks Card 8:
Blast Glyph
Barrier 3

Traits
Trap
Magic
Cold
Arcane
Trigger

Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12

Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Earthworks Card 9:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Earthworks Card 10:
Druid of the Hive
Ally B

Traits
Thriae
Druid
Veteran
Poison

Check
Charisma
Diplomacy
7

Powers
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:0 Ba:2 W:1 Sp:2 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ostog/Johnf, Feiyz/skizzerz

Towering Obelisk Card 1 - Falcata:
Falcata
Weapon B

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. 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 a 5.

Towering Obelisk Card 2:
Dance of the Dead
Barrier P

Traits
Trigger
Cache
Curse
Magic

Check
Dexterity
Charisma
10

Powers
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.

Towering Obelisk Card 3:
Final Nights
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Towering Obelisk Card 4:
Corrosion
Spell 2

Traits
Magic
Arcane
Divine
Acid

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
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.

Towering Obelisk Card 5:
Bonecrusher Master
Villain Monster B

Traits
Gnoll
Rogue

Check
Combat
11

Powers
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

Towering Obelisk Card 6:
Acute Senses
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
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.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Ostog greets Feiya as she joins him at the Towering Obelisk.

As he is patrolling the area he finds an odd sword partly buried in the sand.
Strength/Melee 7: 1d10 + 3 + 2 ⇒ (5) + 3 + 2 = 10 Ostog picks up the sword.

I have no way of exploring again. Ostog will discard the Falcata he just acquired, his Rage Totem, and his Whetstone, and draw Quartermaster and Greatclub +1

Ostog wrote:

Hand: Longspear, Greatclub +1, Ranseur of the Gargoyle, Topaz of Strength, Quartermaster,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Fortitude: Constitution +3
Intelligence d4 [ ]+1
Wisdom d6 [ ]+1
Charisma d6 [ ]+1 [ ]+2 [ ]+3

POWERS
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([ ] 3).
When another character at your location moves during her move step, you may move to an open location.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The scourge die is 1d6.

Scourges:

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.



When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: Treat the the villain Ifreeti as the villain Rath Sandstalker and the
henchman Fire Spirit as the henchman Bonecrusher Ambusher.
The difficulty to defeat banes that have the Gnoll trait is increased
by 1d10.
When you defeat and corner the villain Bonecrusher Master, banish
it, then summon and build the location Windswept Chasm and
shuffle the villain Ifreeti (proxy for Rath Sandstalker) into it. You
win the scenario only when you defeat and corner Rath Sandstalker.

Random Monsters:
Monster 1
Spoiler:
Shock Elemental
Monster B

Traits
Elemental
Outsider
Electricity
Basic

Check
Combat
9

Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Monster 2
Spoiler:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Monster 3
Spoiler:
Caravan Raider
Monster B

Traits
Human
Veteran

Check
Stealth
7
OR
Combat
9

Powers
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.

Monster 4
Spoiler:
Guardian Scroll
Monster 1

Traits
Construct
Elite

Check
Stealth
8
OR
Combat
11

Powers
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.

Monster 5
Spoiler:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
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.

Random Barriers:
Barrier 1
Spoiler:
Malfunctioning Deathtrap
Barrier B

Traits
Trap
Magic
Electricity
Trigger
Basic

Check
Dexterity
Stealth
Disable
Intelligence
5

Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Barrier 2
Spoiler:
Falling Rubble
Barrier B

Traits
Obstacle
Trap
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
Survival
6

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

Barrier 3
Spoiler:
Wall Scythes
Barrier B

Traits
Obstacle
Trap
Slashing
Basic

Check
Dexterity
Acrobatics
4
OR
Disable
6

Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

Barrier 4
Spoiler:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

Powers
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.

Barrier 5
Spoiler:
Camouflaged Pit Trap
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Random Weapons:
Weapon 1
Spoiler:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Weapon 2
Spoiler:
Kukri
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 3
Spoiler:
Kukri
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 4
Spoiler:
Bolas
Weapon C

Traits
Chain
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

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

Weapon 5
Spoiler:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Random Spells:
Spell 1
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
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.

Spell 2
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
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.

Spell 3
Spoiler:
Mummify Self
Spell P

Traits
Magic
Divine

Check
Wisdom
Divine
10

Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.

Spell 4
Spoiler:
Immolate
Spell C

Traits
Magic
Arcane
Divine
Attack
Fire
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Speak with Dead
Spell 1

Traits
Magic
Divine
Undead

Check
Wisdom
Divine
4

Powers
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.

Random Armors:
Armor 1
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 2
Spoiler:
Crocodile Skin Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 3
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

Powers
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.

Armor 4
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 5
Spoiler:
Catching Cape
Armor B

Traits
Clothing
Light Armor
Offhand
Magic

Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5

Powers
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.

Random Items:
Item 1
Spoiler:
Compass
Item B

Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Item 2
Spoiler:
Flame Staff
Item C

Traits
Staff
Attack
Fire
Magic
Basic

Check
Arcane
Divine
4

Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

Item 3
Spoiler:
Bladeguard
Item B

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 4
Spoiler:
Bladeguard
Item C

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 5
Spoiler:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Random Allies:
Ally 1
Spoiler:
Embalmer
Ally B

Traits
Human
Hireling
Basic

Check
Charisma
Diplomacy
Craft
5

Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Ally 2
Spoiler:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Ally 3
Spoiler:
Fire Gecko
Ally B

Traits
Animal
Elemental
Fire

Check
Wisdom
Survival
4

Powers
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.

Ally 4
Spoiler:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Ally 5
Spoiler:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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.

Blessing 3
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
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.

Blessing 4
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Turn: 10 Bekah/LucianC

Top of Blessing Discard Pile: Blessing of Maat

Top Blessing:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.


Blessings Remaining: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 11 Salim)
Spoiler:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.

Blessings Deck Card 2 (Turn 12 Oloch)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 3 (Turn 13 Feiya)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 4 (Turn 14 Ostog)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 15 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 6 (Turn 16 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 7 (Turn 17 Oloch)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 8 (Turn 18 Feiya)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 9 (Turn 19 Ostog)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 10 (Turn 20 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 11 (Turn 21 Salim)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 12 (Turn 22 Oloch)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 13 (Turn 23 Feiya)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 14 (Turn 24 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 15 (Turn 25 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 16 (Turn 26 Salim)
Spoiler:
Blessing of Bastet
Blessing C

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 17 (Turn 27 Oloch)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 18 (Turn 28 Feiya)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 19 (Turn 29 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 20 (Turn 30 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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.

Howling Sands
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Salim/Elizabeth, Bekah/LucianC,

Thornscrub
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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:1 Ba:3 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Oloch/Akaitora

Scorched Ruins Card 1:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Scorched Ruins Card 2:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.

Scorched Ruins Card 3:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Scorched Ruins Card 4:
Sun Falcon
Monster 1

Traits
Animal
Fire

Check
Combat
11

Powers
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.

Scorched Ruins Card 5:
Sistrum of Bastet
Weapon P

Traits
Staff
Instrument
Melee
Bludgeoning
Magic

Check
Charisma
Melee
13

Powers
For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.

Scorched Ruins Card 6:
Rolling Sphere
Barrier 3

Traits
Trap
Obstacle

Check
NONE

Powers
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.

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M:1 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:2 ?:1

Hot Springs Card 1:
Dry Quicksand
Barrier B

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Hot Springs Card 2:
Black Kiss
Ally 1

Traits
Half-Elf
Alchemist
Hireling

Check
Intelligence
Craft
Charisma
Diplomacy
10

Powers
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.

Hot Springs Card 3:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Hot Springs Card 4:
Mystic Silk Coat
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Hot Springs Card 5:
Sedja
Ally 3

Traits
Animal

Check
Charisma
Diplomacy
11

Powers
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

Hot Springs Card 6:
Alchemist's Kit
Item B

Traits
Tool
Alchemical

Check
Intelligence
Craft
6

Powers
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.

Hot Springs Card 7:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Hot Springs Card 8:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs Card 9:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hot Springs Card 10:
Khamsin Coat
Armor 3

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:2 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1

Earthworks Card 1:
Carrion Golem
Monster 2

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Earthworks Card 2:
Crocodile Skin Madu
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
3
OR
Melee
5

Powers
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.

Earthworks Card 3:
Soul Stimulant
Item 2

Traits
Liquid
Alchemical

Check
Intelligence
Craft
9

Powers
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.

Earthworks Card 4:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Earthworks Card 5:
Thunder Lizard
Monster 3

Traits
Dragon
Electricity

Check
Combat
13

Powers
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

Earthworks Card 6:
The Viper
Ally 3

Traits
Human
Rogue

Check
Charisma
Diplomacy
9

Powers
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Earthworks Card 7:
Alchemist's Suit
Armor 2

Traits
Clothing
Light Armor
Alchemical

Check
Constitution
Fortitude
Intelligence
Craft
7

Powers
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.

Earthworks Card 8:
Blast Glyph
Barrier 3

Traits
Trap
Magic
Cold
Arcane
Trigger

Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12

Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Earthworks Card 9:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Earthworks Card 10:
Druid of the Hive
Ally B

Traits
Thriae
Druid
Veteran
Poison

Check
Charisma
Diplomacy
7

Powers
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:0 Ba:2 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ostog/Johnf, Feiyz/skizzerz

Towering Obelisk Card 1:
Dance of the Dead
Barrier P

Traits
Trigger
Cache
Curse
Magic

Check
Dexterity
Charisma
10

Powers
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.

Towering Obelisk Card 2:
Final Nights
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Intelligence
Charisma
Diplomacy
7

Powers
When you examine this card or if undefeated, draw the scourge Curse of Daybane from the box, then banish this card.

Towering Obelisk Card 3:
Corrosion
Spell 2

Traits
Magic
Arcane
Divine
Acid

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
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.

Towering Obelisk Card 4:
Bonecrusher Master
Villain Monster B

Traits
Gnoll
Rogue

Check
Combat
11

Powers
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

Towering Obelisk Card 5:
Acute Senses
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
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.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Start of turn, reveal Tetisurah to shuffle Merchant into deck and draw a Blessing of the Gods.

Reset my hand. Recharge Leather Armor at this time. Put Tetisurah on top of my deck and redraw the armor from the bottom. Finish resetting hand by drawing a Blessing of Milani.

Bekah sends her merchant friend off again, reshuffles her gear and lets her Sphinx friend seek out the guidance of Milani.

Bekah heads to the Towering Obelisk where she can help the most people.

Bekah moves towards the Obelisk only face the curse of the Dance of the Dead. With Milani's aid she tries to dance her way out of danger.

Discard Blessing of Milani

Dexterity 10: 3d8 ⇒ (6, 8, 5) = 19

I forgot my +2, but I won either way.

Bekah's acrobatic maneuvers appease the curse.

@All
Should we banish the Dance or Display it? I'll continue my turn and we can vote.

Bekah appeals to any god that will listen to guide her forward.

Discard Blessing of the Gods to explore again.

Bekah steps forward only to spring another "haunt", and her Final Nights may be upon her.

Diplomacy 7: 1d8 + 4 ⇒ (8) + 4 = 12

Bekah smiles slightly, pleased at her progress. Tired, she opts to Cure herself.

Cure: 1d4 + 1 ⇒ (3) + 1 = 4 Recharge Cure 8: 1d8 + 2 ⇒ (5) + 2 = 7

Her wounds heal completely, but the spell fades from her mind for now.

Reset hand, draw Tetisurah, Blessing of Milani and Blessing of Erastil

End turn

Bekah wrote:

Hand: Flaming Scimitar +1, Magic Leather Armor, Blessing of Milani, Lightning Bolt, Tetisurah, Blessing of Erastil2,

Displayed:
Deck: 12 Discard: 1 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [ ] +3
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ]+1 [ ]+2
Perception: Wisdom +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3
Arcane: Charisma +1
Divine: Charisma +1

Favored Card: Player's Choice (weapon)
Hand Size 6
Proficient with: Light armor, weapons
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([X] +1) to a check by another character at your location ([X] or your check)
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.


I don't have strong opinions on Dance of the Dead
We're not particularly pressed for time, so the chance to acquire a few more items wouldn't be a bad thing.
And as it's a Curse, we can always get rid of it later if it proves to be a problem.
But, equally, our main objective is to win the scenario. Focussing on that, and banishing the card, can't be called a bad strategy.

Silver Crusade RPG Superstar 2014 Top 16

Up to you guys. I personally like it, and would always display it since it's free boons. I'll go ahead and paste it into the scenario text, and if Lucian decides he wanted it banished, I'll get rid of it.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The scourge die is 1d6.

Scourges:

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.



When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: Treat the the villain Ifreeti as the villain Rath Sandstalker and the
henchman Fire Spirit as the henchman Bonecrusher Ambusher.
The difficulty to defeat banes that have the Gnoll trait is increased
by 1d10.
When you defeat and corner the villain Bonecrusher Master, banish
it, then summon and build the location Windswept Chasm and
shuffle the villain Ifreeti (proxy for Rath Sandstalker) into it. You
win the scenario only when you defeat and corner Rath Sandstalker.

Towering Obelisk Card 1:
Dance of the Dead
Barrier P

Traits
Trigger
Cache
Curse
Magic

Check
Dexterity
Charisma
10

Powers
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.

Random Monsters:
Monster 1
Spoiler:
Shock Elemental
Monster B

Traits
Elemental
Outsider
Electricity
Basic

Check
Combat
9

Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.

Monster 2
Spoiler:
Hyena
Monster B

Traits
Animal
Trigger
Basic

Check
Combat
9

Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.

Monster 3
Spoiler:
Caravan Raider
Monster B

Traits
Human
Veteran

Check
Stealth
7
OR
Combat
9

Powers
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.

Monster 4
Spoiler:
Guardian Scroll
Monster 1

Traits
Construct
Elite

Check
Stealth
8
OR
Combat
11

Powers
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.

Monster 5
Spoiler:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
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.

Random Barriers:
Barrier 1
Spoiler:
Malfunctioning Deathtrap
Barrier B

Traits
Trap
Magic
Electricity
Trigger
Basic

Check
Dexterity
Stealth
Disable
Intelligence
5

Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.

Barrier 2
Spoiler:
Falling Rubble
Barrier B

Traits
Obstacle
Trap
Bludgeoning
Basic

Check
Dexterity
Acrobatics
Perception
Survival
6

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.

Barrier 3
Spoiler:
Wall Scythes
Barrier B

Traits
Obstacle
Trap
Slashing
Basic

Check
Dexterity
Acrobatics
4
OR
Disable
6

Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.

Barrier 4
Spoiler:
Stabbing Spear Staircase
Barrier 1

Traits
Obstacle
Trap
Piercing
Elite

Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8

Powers
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.

Barrier 5
Spoiler:
Camouflaged Pit Trap
Barrier B

Traits
Trap
Basic

Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7

Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.

Random Weapons:
Weapon 1
Spoiler:
Khopesh
Weapon C

Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.

Weapon 2
Spoiler:
Kukri
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 3
Spoiler:
Kukri
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 4
Spoiler:
Bolas
Weapon C

Traits
Chain
Ranged
Bludgeoning
Basic

Check
Dexterity
Ranged
5

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

Weapon 5
Spoiler:
Blowgun
Weapon B

Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic

Check
Dexterity
Ranged
Knowledge
5

Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.

Random Spells:
Spell 1
Spoiler:
Find Traps
Spell B

Traits
Magic
Divine

Check
Wisdom
Divine
6

Powers
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.

Spell 2
Spoiler:
Augury
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
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.

Spell 3
Spoiler:
Mummify Self
Spell P

Traits
Magic
Divine

Check
Wisdom
Divine
10

Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.

Spell 4
Spoiler:
Immolate
Spell C

Traits
Magic
Arcane
Divine
Attack
Fire
Basic

Check
Intelligence
Arcane
Wisdom
Divine
5

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Speak with Dead
Spell 1

Traits
Magic
Divine
Undead

Check
Wisdom
Divine
4

Powers
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.

Random Armors:
Armor 1
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 2
Spoiler:
Crocodile Skin Armor
Armor B

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 3
Spoiler:
Shield Cloak
Armor 1

Traits
Clothing
Light Armor
Offhand
Magic

Check
Intelligence
Knowledge
8

Powers
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.

Armor 4
Spoiler:
Crocodile Skin Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.

Armor 5
Spoiler:
Catching Cape
Armor B

Traits
Clothing
Light Armor
Offhand
Magic

Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5

Powers
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.

Random Items:
Item 1
Spoiler:
Compass
Item B

Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.

Item 2
Spoiler:
Flame Staff
Item C

Traits
Staff
Attack
Fire
Magic
Basic

Check
Arcane
Divine
4

Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.

Item 3
Spoiler:
Bladeguard
Item B

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 4
Spoiler:
Bladeguard
Item C

Traits
Liquid
Acid
Alchemical
Basic

Check
Intelligence
Craft
6

Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.

Item 5
Spoiler:
Flash Freeze
Item B

Traits
Liquid
Cold
Alchemical
Basic

Check
Intelligence
Craft
5

Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.

Random Allies:
Ally 1
Spoiler:
Embalmer
Ally B

Traits
Human
Hireling
Basic

Check
Charisma
Diplomacy
Craft
5

Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.

Ally 2
Spoiler:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

Ally 3
Spoiler:
Fire Gecko
Ally B

Traits
Animal
Elemental
Fire

Check
Wisdom
Survival
4

Powers
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.

Ally 4
Spoiler:
Porcupine
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
7

Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.

Ally 5
Spoiler:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Blessing 2
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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.

Blessing 3
Spoiler:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
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.

Blessing 4
Spoiler:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessing 5
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Turn: 11 Salim/Elizabeth

Top of Blessing Discard Pile: Blessing of Isis

Top Blessing:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

Powers
Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.


Blessings Remaining: 19
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 12 Oloch)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 2 (Turn 13 Feiya)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 3 (Turn 14 Ostog)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 15 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 5 (Turn 16 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 17 Oloch)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 7 (Turn 18 Feiya)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 8 (Turn 19 Ostog)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 9 (Turn 20 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 10 (Turn 21 Salim)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 11 (Turn 22 Oloch)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 12 (Turn 23 Feiya)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 13 (Turn 24 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 14 (Turn 25 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 15 (Turn 26 Salim)
Spoiler:
Blessing of Bastet
Blessing C

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 16 (Turn 27 Oloch)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 17 (Turn 28 Feiya)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 18 (Turn 29 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 19 (Turn 30 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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.

Howling Sands
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Salim/Elizabeth,

Thornscrub
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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:1 Ba:3 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Oloch/Akaitora

Scorched Ruins Card 1:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Scorched Ruins Card 2:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.

Scorched Ruins Card 3:
Alchemical Gas
Barrier B

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.

Scorched Ruins Card 4:
Sun Falcon
Monster 1

Traits
Animal
Fire

Check
Combat
11

Powers
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.

Scorched Ruins Card 5:
Sistrum of Bastet
Weapon P

Traits
Staff
Instrument
Melee
Bludgeoning
Magic

Check
Charisma
Melee
13

Powers
For your comat check, discard thid card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add your Chasima or Dexterity skill.
Recharge this card to add 1d8 to your Charisma or Diplomacy check.
Recharge this card to add 1d4 to any check by a character at your location.

Scorched Ruins Card 6:
Rolling Sphere
Barrier 3

Traits
Trap
Obstacle

Check
NONE

Powers
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.

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M:1 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:2 ?:1

Hot Springs Card 1:
Dry Quicksand
Barrier B

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Hot Springs Card 2:
Black Kiss
Ally 1

Traits
Half-Elf
Alchemist
Hireling

Check
Intelligence
Craft
Charisma
Diplomacy
10

Powers
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.

Hot Springs Card 3:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Hot Springs Card 4:
Mystic Silk Coat
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Hot Springs Card 5:
Sedja
Ally 3

Traits
Animal

Check
Charisma
Diplomacy
11

Powers
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

Hot Springs Card 6:
Alchemist's Kit
Item B

Traits
Tool
Alchemical

Check
Intelligence
Craft
6

Powers
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.

Hot Springs Card 7:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Hot Springs Card 8:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs Card 9:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hot Springs Card 10:
Khamsin Coat
Armor 3

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:2 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1

Earthworks Card 1:
Carrion Golem
Monster 2

Traits
Construct
Golem
Elite

Check
Combat
14

Powers
The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.

Earthworks Card 2:
Crocodile Skin Madu
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
3
OR
Melee
5

Powers
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.

Earthworks Card 3:
Soul Stimulant
Item 2

Traits
Liquid
Alchemical

Check
Intelligence
Craft
9

Powers
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.

Earthworks Card 4:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Earthworks Card 5:
Thunder Lizard
Monster 3

Traits
Dragon
Electricity

Check
Combat
13

Powers
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

Earthworks Card 6:
The Viper
Ally 3

Traits
Human
Rogue

Check
Charisma
Diplomacy
9

Powers
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Earthworks Card 7:
Alchemist's Suit
Armor 2

Traits
Clothing
Light Armor
Alchemical

Check
Constitution
Fortitude
Intelligence
Craft
7

Powers
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.

Earthworks Card 8:
Blast Glyph
Barrier 3

Traits
Trap
Magic
Cold
Arcane
Trigger

Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12

Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Earthworks Card 9:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Earthworks Card 10:
Druid of the Hive
Ally B

Traits
Thriae
Druid
Veteran
Poison

Check
Charisma
Diplomacy
7

Powers
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:0 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ostog/Johnf, Feiyz/skizzerz, Bekah/LucianC,

Towering Obelisk Card 1:
Corrosion
Spell 2

Traits
Magic
Arcane
Divine
Acid

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
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.

Towering Obelisk Card 2:
Bonecrusher Master
Villain Monster B

Traits
Gnoll
Rogue

Check
Combat
11

Powers
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

Towering Obelisk Card 3:
Acute Senses
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
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.


I don't see a downside to displaying it, since it also gives a free explore. Am I missing something?

Silver Crusade

Well, I’ve got an armor now, so I guess Earthworks. Carrion Golem. Discarding Sage’s Journal.

Combat 14: 1d8 + 2d4 + 8 ⇒ (2) + (1, 1) + 8 = 12 /blink Mysterious Disk to reroll that d8 and add a second.

4: 2d8 ⇒ (1, 8) = 9 There we go. I heal Troubador.

I want to hang onto my Abadar, so I’ll be done.

Hand: Blessing of Erastil, Advocate’s Armor, Tablet of Languages Lost, The Melted Blade, Cure, Blessing of Abadar
Deck: 6 Discard: 3 Buried: 6
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [x] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([x] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 


Oloch continues exploring the scorched ruins. Up ahead, he spies his mark! A Bonecrusher Ambusher. He takes a moment to measure his opponent's combat prowess:

Scenario Effect: 1d10 ⇒ 10

His opponent is mighty and Oloch's victory should bring much glory to Gorum. Gorum's might flows through Oloch.

Oloch displays Strength to add 3 to his strength checks this turn.

As he daydreams about the battle that is about to begin, his opponent notices him. Oloch has only a few moments to react:

Wisdom DC 5: 1d8 + 1 ⇒ (7) + 1 = 8

He manages to avoid the gnoll's arrows as he draws his sword and prepares to fight. He charges, putting all his weight into his sword:

Combat Melee DC 20: 2d10 + 2d6 + 6 ⇒ (2, 10) + (2, 2) + 6 = 22

Despite it's cleverness, the Bonecrusher Ambusher is crushed by Oloch's might. Oloch notices it was carrying what looks to be a high quality weapon. Oloch picks it up and examines it.

@GM, can I please have a random weapon for the check to close?

Oloch wrote:

Hand: Clawhand Shield, Bastard Sword,

Displayed: Strength,
Deck: 11 Discard: 4 Buried: 0
"Notes: -Remember Oloch can encounter monsters that other characters at his location fail to defeat!
-Use Strength to give yourself +3 to Strength if needed.
"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
"When another character at your location fails a check to defeat a
monster, that character may discard a card to evade the monster, then
you encounter it."
When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ( [ ]2) to your check. Before you reset your hand, recharge the displayed cards. ( [X] You may reset your hand at the start of your turn.)
[X] You may recharge a blessing or a spell to add 1d4 ( [X]+1) and the Magic trait to a check by a character at your location to defeat a monster.

Silver Crusade RPG Superstar 2014 Top 16

First weapon from the spoiler at the top of the posts:
Weapon 1
Spoiler:
Khopesh
Weapon C
Traits
Sword
Melee
Slashing
Basic

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.


Oh! Sorry about that. Is that new? I don't think I had seen it when we started playing this session. Maybe I just missed it.

Anyways, Oloch automatically acquires the weapon and closes the location.

Oloch effortlessly removes the weapon off of the gnoll's dead body. It's actually just a very polished, common Khopesh. Talk about disappointment. With no more worthy opponents in sight, Oloch starts heading out of the ruins as Gorum's power fades away.

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

Oloch wrote:

Hand: Clawhand Shield, Bastard Sword, Khopesh, Cold Iron Greatsword,

Displayed:
Deck: 10 Discard: 5 Buried: 0
"Notes: -Remember Oloch can encounter monsters that other characters at his location fail to defeat!
"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
"When another character at your location fails a check to defeat a
monster, that character may discard a card to evade the monster, then
you encounter it."
When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ( [ ]2) to your check. Before you reset your hand, recharge the displayed cards. ( [X] You may reset your hand at the start of your turn.)
[X] You may recharge a blessing or a spell to add 1d4 ( [X]+1) and the Magic trait to a check by a character at your location to defeat a monster.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

You're right, there is no downside, so go for it, display the Dance.

Silver Crusade RPG Superstar 2014 Top 16

@Oloch: It's relatively new, Hawkmoon made an update to the database. I should have specifically pointed it out to you guys. My bad. :)

On that note, I have updated those random cards in the following post, so if you need a random card, take the first one in the list.

During This Adventure: The scourge die is 1d6.

Scourges:

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.



When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: Treat the the villain Ifreeti as the villain Rath Sandstalker and the
henchman Fire Spirit as the henchman Bonecrusher Ambusher.
The difficulty to defeat banes that have the Gnoll trait is increased
by 1d10.
When you defeat and corner the villain Bonecrusher Master, banish
it, then summon and build the location Windswept Chasm and
shuffle the villain Ifreeti (proxy for Rath Sandstalker) into it. You
win the scenario only when you defeat and corner Rath Sandstalker.

Displayed: Dance of the Dead:
Dance of the Dead
Barrier P

Traits
Trigger
Cache
Curse
Magic

Check
Dexterity
Charisma
10

Powers
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.

Random Monsters:
Monster 1
Spoiler:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Monster 2
Spoiler:
Caravan Raider
Monster B

Traits
Human
Veteran

Check
Stealth
7
OR
Combat
9

Powers
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.

Monster 3
Spoiler:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
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.

Monster 4
Spoiler:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
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.

Monster 5
Spoiler:
Bonecrusher Chieftain
Monster 2

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
12

Powers
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.

Random Barriers:
Barrier 1
Spoiler:
Insanity Mist
Barrier 3

Traits
Trap
Magic
Trigger

Check
None

Powers
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.

Barrier 2
Spoiler:
Alchemical Gas
Barrier C

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
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.

Barrier 3
Spoiler:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.

Barrier 4
Spoiler:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

Powers
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.

Barrier 5
Spoiler:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
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.

Random Weapons:
Weapon 1
Spoiler:
Scorpion Whip
Weapon 1

Traits
Whip
Melee
Piercing
Poison
Finesse
Elite

Check
Strength
Melee
8

Powers
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.

Weapon 2
Spoiler:
Spelldagger
Weapon C

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
Arcane
4

Powers
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.

Weapon 3
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
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.

Weapon 4
Spoiler:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

Powers
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.

Weapon 5
Spoiler:
Galvanic Chakram +1
Weapon 1

Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

Random Spells:
Spell 1
Spoiler:
Toxic Cloud
Spell 2

Traits
Magic
Arcane
Attack
Poison

Check
Intelligence
Arcane
8

Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Remove Curse
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Spell 3
Spoiler:
Clinging Venom
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
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.

Spell 4
Spoiler:
Knock
Spell 1

Traits
Magic
Arcane

Check
Intelligence
Arcane
7

Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Chain Lightning
Spell 3

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
10

Powers
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.

Random Armors:
Armor 1
Spoiler:
Tooled Crocodile Skin
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Armor 2
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

Powers
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.

Armor 3
Spoiler:
Advocate's Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
Charisma
Diplomacy
9

Powers
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.

Armor 4
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

Powers
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.

Armor 5
Spoiler:
Filter Hood
Armor B

Traits
Accessory
Light Armor
Elite

Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6

Powers
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.

Random Items:
Item 1
Spoiler:
Ring of Rejection
Item P

Traits
Accessory
Magic

Check
Constitution
1

Powers
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when you examine it.

Item 2
Spoiler:
Frost Staff
Item B

Traits
Staff
Attack
Magic
Cold

Check
Arcane
Divine
6

Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Item 3
Spoiler:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Item 4
Spoiler:
Scroll of Thoth
Item 1

Traits
Object
Magic
Thoth
Trigger

Check
Knowledge
Wisdom
Divine
7

Powers
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.

Item 5
Spoiler:
Djinn Favor Amulet
Item 1

Traits
Accessory
Magic
Healing

Check
Constitution
Fortitude
4
OR
Wisdom
7

Powers
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.

Random Allies:
Ally 1
Spoiler:
Unwrapped Harmony
Ally 2

Traits
Caligni
Oracle
Trigger

Check
Perception
Charisma
Diplomacy
11

Powers
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.

Ally 2
Spoiler:
Idorii
Ally 1

Traits
Half-Elf
Fighter

Check
Melee
Charisma
Diplomacy
9

Powers
If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check at your location.
Discard this card to explore your location. Add 2d4 to combat checks during this exploration.

Ally 3
Spoiler:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Ally 4
Spoiler:
Osirion Ancestor
Ally B

Traits
Undead
Ghost
Incorporeal

Check
Divine
Charisma
Diplomacy
8

Powers
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.

Ally 5
Spoiler:
Osirion Ancestor
Ally B

Traits
Undead
Ghost
Incorporeal

Check
Divine
Charisma
Diplomacy
8

Powers
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.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Blessing 2
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Blessing 3
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Blessing 4
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Blessing 5
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Turn: 13 Feiya/skizzerz

Top of Blessing Discard Pile: Blessing of Maat

Top Blessing:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.


Blessings Remaining: 17
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 14 Ostog)
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 2 (Turn 15 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 3 (Turn 16 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 17 Oloch)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 5 (Turn 18 Feiya)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 6 (Turn 19 Ostog)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 7 (Turn 20 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 8 (Turn 21 Salim)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 9 (Turn 22 Oloch)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 10 (Turn 23 Feiya)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 11 (Turn 24 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 12 (Turn 25 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 13 (Turn 26 Salim)
Spoiler:
Blessing of Bastet
Blessing C

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 14 (Turn 27 Oloch)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 15 (Turn 28 Feiya)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 16 (Turn 29 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 17 (Turn 30 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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.

Howling Sands
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Thornscrub
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M:1 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:2 ?:1

Hot Springs Card 1:
Dry Quicksand
Barrier B

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Hot Springs Card 2:
Black Kiss
Ally 1

Traits
Half-Elf
Alchemist
Hireling

Check
Intelligence
Craft
Charisma
Diplomacy
10

Powers
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.

Hot Springs Card 3:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Hot Springs Card 4:
Mystic Silk Coat
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Hot Springs Card 5:
Sedja
Ally 3

Traits
Animal

Check
Charisma
Diplomacy
11

Powers
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

Hot Springs Card 6:
Alchemist's Kit
Item B

Traits
Tool
Alchemical

Check
Intelligence
Craft
6

Powers
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.

Hot Springs Card 7:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Hot Springs Card 8:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Hot Springs Card 9:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hot Springs Card 10:
Khamsin Coat
Armor 3

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:1 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:1
Located here: Salim/Elizabeth,

Earthworks Card 1:
Crocodile Skin Madu
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
3
OR
Melee
5

Powers
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.

Earthworks Card 2:
Soul Stimulant
Item 2

Traits
Liquid
Alchemical

Check
Intelligence
Craft
9

Powers
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.

Earthworks Card 3:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Earthworks Card 4:
Thunder Lizard
Monster 3

Traits
Dragon
Electricity

Check
Combat
13

Powers
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

Earthworks Card 5:
The Viper
Ally 3

Traits
Human
Rogue

Check
Charisma
Diplomacy
9

Powers
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Earthworks Card 6:
Alchemist's Suit
Armor 2

Traits
Clothing
Light Armor
Alchemical

Check
Constitution
Fortitude
Intelligence
Craft
7

Powers
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.

Earthworks Card 7:
Blast Glyph
Barrier 3

Traits
Trap
Magic
Cold
Arcane
Trigger

Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12

Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Earthworks Card 8:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Earthworks Card 9:
Druid of the Hive
Ally B

Traits
Thriae
Druid
Veteran
Poison

Check
Charisma
Diplomacy
7

Powers
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M:0 Ba:0 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ostog/Johnf, Feiyz/skizzerz, Bekah/LucianC,

Towering Obelisk Card 1:
Corrosion
Spell 2

Traits
Magic
Arcane
Divine
Acid

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
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.

Towering Obelisk Card 2:
Bonecrusher Master
Villain Monster B

Traits
Gnoll
Rogue

Check
Combat
11

Powers
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

Towering Obelisk Card 3:
Acute Senses
Spell B

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
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.


Deck Handler // Tier 6.12 // 11 hero points

Off-turn: Towards the end of Oloch's Turn, Feiya prepares a couple more spells. She lets Daji play around with her Amulet while doing so. Recharging Amulet of Life to heal 1d4 ⇒ 4 random spells from my discard and then place Daji on top of my deck. I only have 3 spells in my discard so that heals them all.

Start of turn: Feiya puts a frog on Daji in order to wake him up. It worked, but Daji wasn't very happy with the frog... Using playmat power to discard Frog and draw Daji. Then displaying Daji again. Thanks Lucian!

I have nothing to fight with, but there are two spells here and if I can get any arbitrary spell, I can start fighting things. Here's hoping that I'm lucky... I don't want to skip my turn because we still have 3 full locations to dig through on top of this one, and we're already halfway through the blessings deck.

Feiya continues to explore the Towering Obelisk, finding a scroll of Corrosion. Arcane 7: 1d12 + 4 ⇒ (3) + 4 = 7

Feiya continues exploring (Blessing of Pharasma to go again), finding Bonecrusher Master!

Pausing here to allow temp closes -- we can't corner him as Hot Springs is unoccupied, so at the very least he'll escape there. I don't know if it's worth burying an armor to know where he escapes to or if it's fine not knowing. I'll leave that up to Salim to decide, he has a lot of buried cards already.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

I'm willing to fight an Agash.


We don't get to attempt the closing checks at the Towering Obelisk - that's where Feiya will be fighting the villain.
If she succeeds at defeating him the location will close automatically.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Hee hee hee hee, oops


Deck Handler // Tier 6.12 // 11 hero points

Only one who can temp close is Salim at the Earthworks, and since that involves burying an armor I'm not sure if it's worth it given that the villain is guaranteed to escape anyway. Crunching some numbers, I think the only help I might need on this check would be the bard d4+1, assuming Lucian has a card to spare for that. I'm looking at a Combat 9-18 check depending on the die roll, and I've got d12+2d4+7 just from my own stuff which is an average of 18.5. An extra d4+1 brings the average up to 22, which gives very good chances of success even if I roll max on the d10 difficulty bump.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Recharge Lightning Bolt. Good luck!


I've got a donatable reroll, so if you don't quite make it you can re-roll one die for a second chance!


Deck Handler // Tier 6.12 // 11 hero points

Going to get this out of the way before I head off for the night; putting in a spoiler so Salim can decide whether or not to temp close before seeing the results of the villain fight.

Villain Fight:
Difficulty Increase: 1d10 ⇒ 2

Recharging Vengeance Doll for -3 difficulty. Revealing Staff of Cackling Wrath and displaying Corrosion, which heals Blessing of Pharasma from my discard and then discards Corrosion. Not going to use any of Lucian's cards on this -- it's easy enough without them (I can autosucceed via Blessing of Maat if need be).

Combat 11+2-3=10: 1d12 + 2d4 + 4 ⇒ (7) + (1, 4) + 4 = 16

The Bonecrusher Master runs away to lick his wounds, as the Towering Obelisk crumbles away. With the Obelisk gone, Feiya seems to have recovered from her poison. Banishing my Curse of Poisoning

Feiya wrote:

Hand: Blessing of Maat, Verdure's Wrath, Major Cure, Staff of Cackling Wrath, Daji (Ally), Elemental Treaty, Blessing of Sivanah,

Displayed: Daji (Cohort),
Deck: 12 Discard: 3 Buried: 0
Notes:
  • Blessing of Maat available. Adds or subtracts 3 from the result after the dice are rolled, or can replace all dice with d8's on a non-combat check.
  • Blessing of Sivanah available. Adds 2 dice to any non-combat Intelligence or Charisma check.
  • Everything else is only for my location, which isn't very useful right now. Sorry :(

Sideboard cards:

Spoiler:
SKILLS

Strength d4 ☐+1
Dexterity d8 ☐+1 ☐+2
Constitution d4 ☐+1 ☐+2
Intelligence d12 ☑+1 ☑+2 ☐+3 ☐+4
Knowledge: Intelligence +2
Arcane: Intelligence +2 (while Daji is displayed)
Craft: Intelligence +2 (while Daji is displayed)
Wisdom d6 ☐+1 ☐+2
Charisma d8 ☑+1 ☐+2 ☐+3 ☐+4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6 ☑7
Powers:
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card's adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random (☐ or any) other open location deck.


Silver Crusade

I think I’d perfer to hang onto my armor for the perma-close, unless people have strong feelings in the other direction.

Silver Crusade RPG Superstar 2014 Top 16

Villain escapes into either Hot Springs or Earthworks.

During This Adventure: The scourge die is 1d6.

Scourges:

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.



When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: Treat the the villain Ifreeti as the villain Rath Sandstalker and the
henchman Fire Spirit as the henchman Bonecrusher Ambusher.
The difficulty to defeat banes that have the Gnoll trait is increased
by 1d10.
When you defeat and corner the villain Bonecrusher Master, banish
it, then summon and build the location Windswept Chasm and
shuffle the villain Ifreeti (proxy for Rath Sandstalker) into it. You
win the scenario only when you defeat and corner Rath Sandstalker.

Towering Obelisk Card 1:
Dance of the Dead
Barrier P

Traits
Trigger
Cache
Curse
Magic

Check
Dexterity
Charisma
10

Powers
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.

Random Monsters:
Monster 1
Spoiler:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Monster 2
Spoiler:
Caravan Raider
Monster B

Traits
Human
Veteran

Check
Stealth
7
OR
Combat
9

Powers
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.

Monster 3
Spoiler:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
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.

Monster 4
Spoiler:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
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.

Monster 5
Spoiler:
Bonecrusher Chieftain
Monster 2

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
12

Powers
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.

Random Barriers:
Barrier 1
Spoiler:
Insanity Mist
Barrier 3

Traits
Trap
Magic
Trigger

Check
None

Powers
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.

Barrier 2
Spoiler:
Alchemical Gas
Barrier C

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
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.

Barrier 3
Spoiler:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.

Barrier 4
Spoiler:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

Powers
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.

Barrier 5
Spoiler:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
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.

Random Weapons:
Weapon 1
Spoiler:
Scorpion Whip
Weapon 1

Traits
Whip
Melee
Piercing
Poison
Finesse
Elite

Check
Strength
Melee
8

Powers
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.

Weapon 2
Spoiler:
Spelldagger
Weapon C

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
Arcane
4

Powers
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.

Weapon 3
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
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.

Weapon 4
Spoiler:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

Powers
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.

Weapon 5
Spoiler:
Galvanic Chakram +1
Weapon 1

Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

Random Spells:
Spell 1
Spoiler:
Toxic Cloud
Spell 2

Traits
Magic
Arcane
Attack
Poison

Check
Intelligence
Arcane
8

Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Remove Curse
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Spell 3
Spoiler:
Clinging Venom
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
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.

Spell 4
Spoiler:
Knock
Spell 1

Traits
Magic
Arcane

Check
Intelligence
Arcane
7

Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Chain Lightning
Spell 3

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
10

Powers
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.

Random Armors:
Armor 1
Spoiler:
Tooled Crocodile Skin
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Armor 2
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

Powers
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.

Armor 3
Spoiler:
Advocate's Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
Charisma
Diplomacy
9

Powers
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.

Armor 4
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

Powers
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.

Armor 5
Spoiler:
Filter Hood
Armor B

Traits
Accessory
Light Armor
Elite

Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6

Powers
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.

Random Items:
Item 1
Spoiler:
Ring of Rejection
Item P

Traits
Accessory
Magic

Check
Constitution
1

Powers
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when you examine it.

Item 2
Spoiler:
Frost Staff
Item B

Traits
Staff
Attack
Magic
Cold

Check
Arcane
Divine
6

Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Item 3
Spoiler:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Item 4
Spoiler:
Scroll of Thoth
Item 1

Traits
Object
Magic
Thoth
Trigger

Check
Knowledge
Wisdom
Divine
7

Powers
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.

Item 5
Spoiler:
Djinn Favor Amulet
Item 1

Traits
Accessory
Magic
Healing

Check
Constitution
Fortitude
4
OR
Wisdom
7

Powers
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.

Random Allies:
Ally 1
Spoiler:
Unwrapped Harmony
Ally 2

Traits
Caligni
Oracle
Trigger

Check
Perception
Charisma
Diplomacy
11

Powers
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.

Ally 2
Spoiler:
Idorii
Ally 1

Traits
Half-Elf
Fighter

Check
Melee
Charisma
Diplomacy
9

Powers
If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check at your location.
Discard this card to explore your location. Add 2d4 to combat checks during this exploration.

Ally 3
Spoiler:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Ally 4
Spoiler:
Osirion Ancestor
Ally B

Traits
Undead
Ghost
Incorporeal

Check
Divine
Charisma
Diplomacy
8

Powers
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.

Ally 5
Spoiler:
Osirion Ancestor
Ally B

Traits
Undead
Ghost
Incorporeal

Check
Divine
Charisma
Diplomacy
8

Powers
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.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Blessing 2
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Blessing 3
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Blessing 4
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Blessing 5
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Turn: 14 Ostog/JohnF

Top of Blessing Discard Pile: Blessing of Abadar

Top Blessing:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 16
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 15 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 2 (Turn 16 Salim)
Spoiler:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 17 Oloch)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 4 (Turn 18 Feiya)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 5 (Turn 19 Ostog)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 6 (Turn 20 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 7 (Turn 21 Salim)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 8 (Turn 22 Oloch)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 9 (Turn 23 Feiya)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 10 (Turn 24 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 11 (Turn 25 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 12 (Turn 26 Salim)
Spoiler:
Blessing of Bastet
Blessing C

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 13 (Turn 27 Oloch)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 14 (Turn 28 Feiya)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 15 (Turn 29 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 16 (Turn 30 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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.

Howling Sands
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Thornscrub
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M:1 Ba:1 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:2 ?:2

Hot Springs Card 1:
Sedja
Ally 3

Traits
Animal

Check
Charisma
Diplomacy
11

Powers
If you fail the check to acquire, you are dealt 1 Combat damage.
Recharge this card to add 1d8 to your Knowledge or Survival check.
Bury this card to move any number of characters at your location to another location. You may then explore your location. This power cannot be used during an encounter.

Hot Springs Card 2:
Coffer Corpse
Monster 1

Traits
Undead

Check
Combat
8
THEN
Combat
10

Powers
The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.

Hot Springs Card 3:
Bonecrusher Master
Villain Monster B

Traits
Gnoll
Rogue

Check
Combat
11

Powers
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

Hot Springs Card 4:
Khamsin Coat
Armor 3

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Hot Springs Card 5:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hot Springs Card 6:
Mystic Silk Coat
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Hot Springs Card 7:
Black Kiss
Ally 1

Traits
Half-Elf
Alchemist
Hireling

Check
Intelligence
Craft
Charisma
Diplomacy
10

Powers
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.

Hot Springs Card 8:
Dry Quicksand
Barrier B

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Hot Springs Card 9:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Hot Springs Card 10:
Alchemist's Kit
Item B

Traits
Tool
Alchemical

Check
Intelligence
Craft
6

Powers
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.

Hot Springs Card 11:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:1 Ba:2 W:0 Sp:0 Ar:2 I:1 Al:2 Bl:0 ?:2
Located here: Salim/Elizabeth,

Earthworks Card 1:
Soul Stimulant
Item 2

Traits
Liquid
Alchemical

Check
Intelligence
Craft
9

Powers
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.

Earthworks Card 2:
Thunder Lizard
Monster 3

Traits
Dragon
Electricity

Check
Combat
13

Powers
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

Earthworks Card 3:
Blast Glyph
Barrier 3

Traits
Trap
Magic
Cold
Arcane
Trigger

Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12

Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

Earthworks Card 4:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Earthworks Card 5:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Earthworks Card 6:
Crocodile Skin Madu
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
3
OR
Melee
5

Powers
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.

Earthworks Card 7:
The Viper
Ally 3

Traits
Human
Rogue

Check
Charisma
Diplomacy
9

Powers
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Earthworks Card 8:
Druid of the Hive
Ally B

Traits
Thriae
Druid
Veteran
Poison

Check
Charisma
Diplomacy
7

Powers
Discard this card to ignore a bane's immunities to the Acid and Poison traits.
Discard this card to explore your location. Add 2 plus the scenario's adventure deck number to your combat checks during this exploration; add another 1d4 if your encounter invokes the Poison or Swarm trait.

Earthworks Card 9:
Alchemist's Suit
Armor 2

Traits
Clothing
Light Armor
Alchemical

Check
Constitution
Fortitude
Intelligence
Craft
7

Powers
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.

Earthworks Card 10:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Towering Obelisk
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ostog/Johnf, Feiyz/skizzerz, Bekah/LucianC,


Ostog can't close the Earthworks, so for this turn, at least, he will head for the Hot Springs.
Mind you, discarding weapons if he uses them isn't good, either!

Arriving at the Hot Springs, Ostog peers through the clouds of steam, and sees a very strange-looking animal - a spotted cat with an extremely long and flexible neck!

It's an Ally 3 - DC 11 Charisma/Diplomacy. Ostog has a d6
If somebody wants to contribute a blessing I'll throw in my Topaz of Strength to give us a somewhat better than 50/50 chance


Deck Handler // Tier 6.12 // 11 hero points

Take my Blessing of Sivanah, it’ll add 2 extra dice since you’re making a Charisma check. That plus Topaz gives really good odds.


As Feiya obviously has a way with animals, Ostog takes her advice and assistance and attempts to persuade the Sedja to follow along.

Charisma 11: 3d10 ⇒ (5, 4, 6) = 15 The attempt seems to work (for now, at least).

One of the party points out what looks like a monster a couple of pools away
(Discard Quartermaster to explore again)
Ostog investigates, and finds a Coffer Corpse

First check, using Longspear Combat 8: 1d10 + 3 + 1d8 ⇒ (4) + 3 + (7) = 14
Second check, using Ranseur Combat 10: 1d10 + 3 + 2d4 + 1 ⇒ (7) + 3 + (4, 2) + 1 = 17

The monster is defeated, but at a heavy cost - Ostog finds that weapons used near these steaming pools can not be used again until they are repaired.

End turn, drawing Athlete and two Blessings of the Gods

Ostog wrote:

Hand: Greatclub +1, Athlete, Blessing of the Gods #1, Blessing of the Gods #2, Sedja (found),

Displayed:
Deck: 6 Discard: 8 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Fortitude: Constitution +3
Intelligence d4 [ ]+1
Wisdom d6 [ ]+1
Charisma d6 [ ]+1 [ ]+2 [ ]+3

POWERS
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([ ] 3).
When another character at your location moves during her move step, you may move to an open location.


Deck Handler // Tier 6.12 // 11 hero points

Dance of the Dead triggers from you beating up Coffer Corpse, so you would've gotten an optional extra exploration (after a random item is shuffled into a random location deck)


Well spotted - I'd totally missed that.

We've got two open locations - Hot Springs (1), and Earthworks (2).

which location: 1d2 ⇒ 2 - the random item shuffles into the Earthworks.

Ostog will, indeed, choose to explore his location, and discovers a Khamsin Coat (Armor 3)

(Bury Sedja to add 1d12) Constitution 8: 1d10 + 1d12 ⇒ (1) + (4) = 5
Ostog is unfamiliar with Armor, and damages it irreparably trying to extract it from its hiding place.

Corrected hand:

Ostog wrote:

Hand: Longsword, Greatclub +1, Athlete, Blessing of the Gods #1, Blessing of the Gods #2,

Displayed:
Deck: 5 Discard: 8 Buried: 1
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [X]+3 [ ]+4
Melee: Strength +2
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Fortitude: Constitution +3
Intelligence d4 [ ]+1
Wisdom d6 [ ]+1
Charisma d6 [ ]+1 [ ]+2 [ ]+3

POWERS
Hand Size 4 [X] 5
Proficient with: Weapons
You may bury a card from your hand to add 1d12 ([ ]+1) to your Strength or Constitution check; if you fail, you may discard it instead.
When you are dealt Combat ([X] or any) damage, you may recharge a card to reduce the damage by 2 ([ ] 3).
When another character at your location moves during her move step, you may move to an open location.

Ostog could probably do with some healing soon.

Silver Crusade RPG Superstar 2014 Top 16

Earthworks gets a random item.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Somehow I just lost half a turn I had already previewed. What is the protocol for continuing? Just start over?


Something like that happened to me in the past and the forum still kept my rolls after I typed them again, so I would just try to write it up again and see if the roles are the same.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

I've learned not to trust the Paizo forums, so I try to remember to copy everything to the clipboard before hitting 'Preview' or 'Submit Post'

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Bekah consults with her noble sphinx companion.

Reveal Tetisurah and shuffle 0 cards into my deck, then reset my hand. I draw Merchant.

With too many chatty companions for now, Bekah sends the Sphinx to fetch a scroll.

Place Tetisurah on top of deck and draw Lightning Bolt from the bottom of my deck.

Next stop, Earthworks.

Treating the new random item as card 11 and rolling which one to encounter.

Random Card at Earthworks: 1d11 ⇒ 10

Bekah stumbles upon a Druid of the Hive and sits down to a picnic lunch.

Diplomacy 7: 1d8 + 4 ⇒ (3) + 4 = 7

The pair enjoy a lovely meal, then part ways for now. But not before the Druid tells her a path to a place of interest.

Aquire Druid then discard to explore again

Random Card at Earthworks, top to bottom: 1d10 ⇒ 3

Explore Card 9

Bekah finds a lovely Alchemist's Suit she decides to test it out by firing electricity at it.

Recharge Lightning Bolt to add d4+1

Fortitude 7: 1d8 + 2 + 1d4 + 1 ⇒ (4) + 2 + (2) + 1 = 9

Bekah's merchant friend stumbles off again and, looking for him, she stumbles upon...

Rolling random card at Earthworks.

Random: 1d9 ⇒ 3 Explore card 3

Bekah soldier on and soon finds strange writings. Sadly, they turn out to be a Blast Glyph. Scary.

Bekah mouth a prayer to a random god, or perhaps an elemental.

Using Blessing of Milani for 1 dice in Arcane, not 2 dice in Wisdom

Arcane 10: 2d8 + 2 ⇒ (4, 4) + 2 = 10

Bekah just manages to dodge clear and the trap is expended. Exhausted, she stops to rest.

[ooc]Reset hand, draw Tetisurah and Burglar. End of turn

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The scourge die is 1d6.

Scourges:

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.



When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: Treat the the villain Ifreeti as the villain Rath Sandstalker and the
henchman Fire Spirit as the henchman Bonecrusher Ambusher.
The difficulty to defeat banes that have the Gnoll trait is increased
by 1d10.
When you defeat and corner the villain Bonecrusher Master, banish
it, then summon and build the location Windswept Chasm and
shuffle the villain Ifreeti (proxy for Rath Sandstalker) into it. You
win the scenario only when you defeat and corner Rath Sandstalker.

Towering Obelisk Card 1:
Dance of the Dead
Barrier P

Traits
Trigger
Cache
Curse
Magic

Check
Dexterity
Charisma
10

Powers
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.

Random Monsters:
Monster 1
Spoiler:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Monster 2
Spoiler:
Caravan Raider
Monster B

Traits
Human
Veteran

Check
Stealth
7
OR
Combat
9

Powers
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.

Monster 3
Spoiler:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
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.

Monster 4
Spoiler:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
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.

Monster 5
Spoiler:
Bonecrusher Chieftain
Monster 2

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
12

Powers
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.

Random Barriers:
Barrier 1
Spoiler:
Insanity Mist
Barrier 3

Traits
Trap
Magic
Trigger

Check
None

Powers
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.

Barrier 2
Spoiler:
Alchemical Gas
Barrier C

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
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.

Barrier 3
Spoiler:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.

Barrier 4
Spoiler:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

Powers
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.

Barrier 5
Spoiler:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
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.

Random Weapons:
Weapon 1
Spoiler:
Scorpion Whip
Weapon 1

Traits
Whip
Melee
Piercing
Poison
Finesse
Elite

Check
Strength
Melee
8

Powers
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.

Weapon 2
Spoiler:
Spelldagger
Weapon C

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
Arcane
4

Powers
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.

Weapon 3
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
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.

Weapon 4
Spoiler:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

Powers
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.

Weapon 5
Spoiler:
Galvanic Chakram +1
Weapon 1

Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

Random Spells:
Spell 1
Spoiler:
Toxic Cloud
Spell 2

Traits
Magic
Arcane
Attack
Poison

Check
Intelligence
Arcane
8

Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Remove Curse
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Spell 3
Spoiler:
Clinging Venom
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
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.

Spell 4
Spoiler:
Knock
Spell 1

Traits
Magic
Arcane

Check
Intelligence
Arcane
7

Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Chain Lightning
Spell 3

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
10

Powers
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.

Random Armors:
Armor 1
Spoiler:
Tooled Crocodile Skin
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Armor 2
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

Powers
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.

Armor 3
Spoiler:
Advocate's Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
Charisma
Diplomacy
9

Powers
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.

Armor 4
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

Powers
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.

Armor 5
Spoiler:
Filter Hood
Armor B

Traits
Accessory
Light Armor
Elite

Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6

Powers
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.

Random Items:
Item 1
Spoiler:
Ring of Rejection
Item P

Traits
Accessory
Magic

Check
Constitution
1

Powers
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when you examine it.

Item 2
Spoiler:
Frost Staff
Item B

Traits
Staff
Attack
Magic
Cold

Check
Arcane
Divine
6

Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Item 3
Spoiler:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Item 4
Spoiler:
Scroll of Thoth
Item 1

Traits
Object
Magic
Thoth
Trigger

Check
Knowledge
Wisdom
Divine
7

Powers
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.

Item 5
Spoiler:
Djinn Favor Amulet
Item 1

Traits
Accessory
Magic
Healing

Check
Constitution
Fortitude
4
OR
Wisdom
7

Powers
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.

Random Allies:
Ally 1
Spoiler:
Unwrapped Harmony
Ally 2

Traits
Caligni
Oracle
Trigger

Check
Perception
Charisma
Diplomacy
11

Powers
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.

Ally 2
Spoiler:
Idorii
Ally 1

Traits
Half-Elf
Fighter

Check
Melee
Charisma
Diplomacy
9

Powers
If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check at your location.
Discard this card to explore your location. Add 2d4 to combat checks during this exploration.

Ally 3
Spoiler:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Ally 4
Spoiler:
Osirion Ancestor
Ally B

Traits
Undead
Ghost
Incorporeal

Check
Divine
Charisma
Diplomacy
8

Powers
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.

Ally 5
Spoiler:
Osirion Ancestor
Ally B

Traits
Undead
Ghost
Incorporeal

Check
Divine
Charisma
Diplomacy
8

Powers
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.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Blessing 2
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Blessing 3
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Blessing 4
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Blessing 5
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Turn: 16 Salim/Elizabeth

Top of Blessing Discard Pile: Blessing of Ra

Top Blessing:
Blessing of Ra
Blessing B

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Blessings Remaining: 14
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 17 Oloch)
Spoiler:
Blessing of Pharasma
Blessing B

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
When a spell is played during any check, discard this card to add 2 dice to 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 Deck Card 2 (Turn 18 Feiya)
Spoiler:
Blessing of Horus
Blessing B

Traits
Divine
Horus
Electricity

Check
Divine
6
OR
Dexterity
Ranged
7

Powers
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. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.

Blessings Deck Card 3 (Turn 19 Ostog)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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 Deck Card 4 (Turn 20 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 5 (Turn 21 Salim)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 6 (Turn 22 Oloch)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 7 (Turn 23 Feiya)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 8 (Turn 24 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 9 (Turn 25 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 10 (Turn 26 Salim)
Spoiler:
Blessing of Bastet
Blessing C

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 11 (Turn 27 Oloch)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 12 (Turn 28 Feiya)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 13 (Turn 29 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 14 (Turn 30 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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.

Howling Sands
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Thornscrub
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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

Hot Springs
At This Location: When you play a weapon, discard it.
When Closing: Summon and defeat the henchmen Acid Pool.
When Permanently Closed: At the end of your turn, you may recharge a random card from your discard pile.
M:0 Ba:1 W:0 Sp:0 Ar:1 I:1 Al:1 Bl:2 ?:2
Located here: Ostog/Johnf,

Hot Springs Card 1:
Mystic Silk Coat
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Hot Springs Card 2:
Bonecrusher Master
Villain Monster B

Traits
Gnoll
Rogue

Check
Combat
11

Powers
When you are dealt damage by the Bonecrusher Master, first choose items to discard as your damage, if you have any.

Hot Springs Card 3:
Blessing of Nethys
Blessing B

Traits
Divine
Nethys

Check
Wisdom
Perception
8
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Hot Springs Card 4:
Black Kiss
Ally 1

Traits
Half-Elf
Alchemist
Hireling

Check
Intelligence
Craft
Charisma
Diplomacy
10

Powers
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.

Hot Springs Card 5:
Dry Quicksand
Barrier B

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Hot Springs Card 6:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Hot Springs Card 7:
Alchemist's Kit
Item B

Traits
Tool
Alchemical

Check
Intelligence
Craft
6

Powers
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.

Hot Springs Card 8:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:1 Ba:1 W:0 Sp:0 Ar:1 I:3 Al:1 Bl:0 ?:2
Located here: Bekah/LucianC, Salim/Elizabeth,

Earthworks Card 1:
Crocodile Skin Madu
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
3
OR
Melee
5

Powers
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.

Earthworks Card 2:
Thunder Lizard
Monster 3

Traits
Dragon
Electricity

Check
Combat
13

Powers
The Thunder Lizard is immune to the Electricity trait.
Before you act, the Thunder Lizard deals 1d4 Electricity damage to each character at your location.

Earthworks Card 3:
Kohl of Uncanny Discernment
Item B

Traits
Accessory
Alchemical

Check
Intelligence
Perception
6

Powers
Reveal this card to add 1d4 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Earthworks Card 4:
Knot of Isis
Item 3

Traits
Object
Magic
Trigger

Check
Intelligence
Arcane
11

Powers
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.

Earthworks Card 5:
Soul Stimulant
Item 2

Traits
Liquid
Alchemical

Check
Intelligence
Craft
9

Powers
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.

Earthworks Card 6:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Earthworks Card 7:
The Viper
Ally 3

Traits
Human
Rogue

Check
Charisma
Diplomacy
9

Powers
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Earthworks Card 8:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Earthworks Card 9:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Towering Obelisk
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:0
Closed
Located here: Feiyz/skizzerz,

Silver Crusade

I explore! Croc Skin Madu.

Con 3: 1d8 ⇒ 1 Not for me.

BoErastil to go again. Thunder Lizard. Looks like Bekah and I are each dealt 1d4 Electricity damage.

damage: 1d4 ⇒ 1 Reveal Advocate’s Armor to reduce that to 0.

Combat 13: 1d8 + 2d4 + 8 ⇒ (1) + (4, 4) + 8 = 17 Dead lizard.

Hanging onto the Abadar for the Acid Pool.

Hand: Blessing of Shelyn, Advocate’s Armor, Tablet of Languages Lost, The Melted Blade, Cure, Blessing of Abadar
Deck: 6 Discard: 3 Buried: 6
Displayed: Notes:

Skills & Powers:
SKILLS
STRENGTH
d6 [ ]+1 [ ]+2
DEXTERITY d10 [x]+1 [x]+2 [x]+3 [ ]+4 
CONSTITUTION d8 [ ]+1 [ ]+2 [ ]+3
INTELLIGENCE d6 [ ]+1
.Knowledge: Intelligence +2
WISDOM d6 [ ]+1 [ ]+2
.Divine: Wisdom +0
CHARISMA d8 [ ]+1 [ ]+2 [ ]+3
.Diplomacy: Charisma +2

POWERS HAND SIZE 5 [x] 6 
PROFICIENT WITH Weapons  Light Armors 
For your check that invokes the Finesse trait, you gain the skill Melee: Dexterity +2
When you defeat a monster on your turn, you may shuffle a random card from your discard pile into your deck. ([ ]If it is a weapon, you may put it on top of your deck instead.)
[x] Add 1d4 ([x] 1d8) to your non-combat check against a bane.
FAVORED CARD: Weapon

 


Oloch joins Beckah and Salim at the Earthworks. He gets in front of the group, draws his sword, and leads the party deeper. By the side of a corridor, he finds a weird looking widget. Someone tells him it's a Kohl of Uncanny Discernment, but he cares not for such things. He smashes it to pieces.

It's an autofail and an item B. Hardly worth spending resources on and I'm not sure what's on Beckah's hand for using her power.

Oloch realizes his gear is severely slowing him down. He puts aside some of it and takes a moment to hide it properly to come back for it.

End of turn. I discard my Khopesh and Bastard Sword and reset my hand, drawing Cure and Spiked Helm. At the beginning of the next turn, I cast Cure on myself:

Cure on Oloch: 1d4 + 1 ⇒ (1) + 1 = 2
Recharge Divine DC 8: 1d8 + 3 ⇒ (1) + 3 = 4

Double ones. Sigh...

Oloch wrote:

Hand: Clawhand Shield, Spiked Helm, Cold Iron Greatsword,

Displayed:
Deck: 10 Discard: 6 Buried: 0
"Notes: -Remember Oloch can encounter monsters that other characters at his location fail to defeat!
"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
"When another character at your location fails a check to defeat a
monster, that character may discard a card to evade the monster, then
you encounter it."
When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ( [ ]2) to your check. Before you reset your hand, recharge the displayed cards. ( [X] You may reset your hand at the start of your turn.)
[X] You may recharge a blessing or a spell to add 1d4 ( [X]+1) and the Magic trait to a check by a character at your location to defeat a monster.


Deck Handler // Tier 6.12 // 11 hero points

Feiya heads over to the Hot Springs and begins exploring the area, finding a Mystic Silk Coat. Having no need for armor, she passes it by. Armor 2, and I'd need a lot of help to have a chance at getting it.

She sends out Daji to scout ahead, and he yips excitedly as he picks up the scent of Bonecrusher Master again.

If someone wants to temp close Earthworks (it seems that Oloch might have some armor to spare?), we can get the final location and 2nd villain set up with over 1/3 of the blessings deck to spare.


That armor is in my hand for the sole purpose of closing that location, so go ahead and fight the Master.


Deck Handler // Tier 6.12 // 11 hero points

Requesting Oloch to bury an armor to temporarily close Earthworks.

Difficulty Increase: 1d10 ⇒ 7

Recharge Major Cure for -5 difficulty, playing Verdure's Wrath, requesting that Ostog recharge a card to add another 1d4 (Verdure's Wrath lets everyone else at my location recharge a card to add a d4)

Combat 11+7-5=13: 1d12 + 2d6 + 1d4 + 4 ⇒ (2) + (1, 6) + (4) + 4 = 17

Arcane 10 (recharge Verdure's Wrath): 1d12 + 4 ⇒ (11) + 4 = 15

Hot Springs is closed, Bonecrusher Master cannot escape and is banished. Windswept Chasm is built and Rath Sandstalker heads in there.

Recharging Elemental Treaty to heal 1d4 ⇒ 2 random spells from discard (Corrosion is only spell in there), and then put Daji on top of my deck.

End of turn recharges Blessing of Sivanah from my discard. Displaying Daji immediately once next turn starts.

Feiya wrote:

Hand: Blessing of Maat, Good Omen, Life Drain, Staff of Cackling Wrath, Stone Skin, Blessing of the Elements,

Displayed: Daji (Cohort),
Deck: 13 Discard: 3 Buried: 0
Notes:
  • Blessing of Maat available. Adds or subtracts 3 from the result after the dice are rolled, or can replace all dice with d8's on a non-combat check.
  • Blessing of the Elements available.
  • Stone Skin available to reduce all damage dealt to you by 4 for a turn.
  • Good Omen available to add 4 to any check to acquire.

Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 ☐+1
Dexterity d8 ☐+1 ☐+2
Constitution d4 ☐+1 ☐+2
Intelligence d12 ☑+1 ☑+2 ☐+3 ☐+4
Knowledge: Intelligence +2
Arcane: Intelligence +2 (while Daji is displayed)
Craft: Intelligence +2 (while Daji is displayed)
Wisdom d6 ☐+1 ☐+2
Charisma d8 ☑+1 ☐+2 ☐+3 ☐+4
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6 ☑7
Powers:
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card's adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random (☐ or any) other open location deck.


Quick hand update to confirm that I had temporarily closed Earthworks

Oloch wrote:

Hand: Spiked Helm, Cold Iron Greatsword,

Displayed:
Deck: 10 Discard: 6 Buried: 1
"Notes: -Remember Oloch can encounter monsters that other characters at his location fail to defeat!
"
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
"When another character at your location fails a check to defeat a
monster, that character may discard a card to evade the monster, then
you encounter it."
When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ( [ ]2) to your check. Before you reset your hand, recharge the displayed cards. ( [X] You may reset your hand at the start of your turn.)
[X] You may recharge a blessing or a spell to add 1d4 ( [X]+1) and the Magic trait to a check by a character at your location to defeat a monster.

Scarab Sages

M Garuda Aasimaar Ranger (Divine Tracker) 1 / Hunter (forester) 1

Here's the electricity damage I took earlier.

Electricity Damage: 1d4 ⇒ 1

Discard Alchemist's Suit. I have no alchemical items in my deck so I do not draw a new card.

Bekah wrote:

Hand: Flaming Scimitar +1, Magic Leather Armor, Tetisurah, Burglar, Blessing of Erastil2,

Displayed:
Deck: 12 Discard: 5 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
Dexterity d8 [X] +1 [X] +2 [ ] +3
Constituion d8 [ ] +1 [ ] +2 [ ] +3
Fortitude: Constituion+2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d6 [ ]+1 [ ]+2
Perception: Wisdom +2
Charisma d8 [X] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +3
Arcane: Charisma +1
Divine: Charisma +1

Favored Card: Player's Choice (weapon)
Hand Size 6
Proficient with: Light armor, weapons
Powers:
At the start of your turn, you may put an ally from your hand on top of your deck and draw the bottom card of your deck.
You may recharge a weapon or a spell to add 1d4 ([X] +1) to a check by another character at your location ([X] or your check)
For your check that has or is against a card that has the Finesse trait, you gain the skill Melee: Dexterity +1.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The scourge die is 1d6.

Scourges:

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.



When you are dealt Electricity damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Fevered Dreams.

During This Scenario: Treat the the villain Ifreeti as the villain Rath Sandstalker and the
henchman Fire Spirit as the henchman Bonecrusher Ambusher.
The difficulty to defeat banes that have the Gnoll trait is increased
by 1d10.
When you defeat and corner the villain Bonecrusher Master, banish
it, then summon and build the location Windswept Chasm and
shuffle the villain Ifreeti (proxy for Rath Sandstalker) into it. You
win the scenario only when you defeat and corner Rath Sandstalker.

Random Monsters:
Monster 1
Spoiler:
Ubashki Swarm
Monster 1

Traits
Undead
Mummy
Swarm
Trigger

Check
Combat
8
THEN
Combat
8

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

Monster 2
Spoiler:
Caravan Raider
Monster B

Traits
Human
Veteran

Check
Stealth
7
OR
Combat
9

Powers
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.

Monster 3
Spoiler:
Shasalqu
Monster 1

Traits
Animal
Cold
Elite

Check
Combat
9

Powers
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.

Monster 4
Spoiler:
Acid Mantis
Monster 1

Traits
Vermin
Acid
Trigger
Elite

Check
Combat
9

Powers
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.

Monster 5
Spoiler:
Bonecrusher Chieftain
Monster 2

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
12

Powers
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.

Random Barriers:
Barrier 1
Spoiler:
Insanity Mist
Barrier 3

Traits
Trap
Magic
Trigger

Check
None

Powers
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.

Barrier 2
Spoiler:
Alchemical Gas
Barrier C

Traits
Obstacle
Acid
Elite

Check
Intelligence
Disable
Craft
7

Powers
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.

Barrier 3
Spoiler:
Poison Blade Trap
Barrier B

Traits
Trap
Poison
Slashing
Elite

Check
Dexterity
Acrobatics
5
OR
Disable
Knowledge
7

Powers
If undefeated, each character at this location is dealt 1d4 Poison damage.

Barrier 4
Spoiler:
Poison Spiked Pit Trap
Barrier 1

Traits
Trap
Poison
Veteran

Check
Wisdom
Perception
8
OR
Dexterity
Acrobatics
10

Powers
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.

Barrier 5
Spoiler:
The First Law
Barrier 1

Traits
Curse
Law
Trigger
Elite

Check
None

Powers
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.

Random Weapons:
Weapon 1
Spoiler:
Scorpion Whip
Weapon 1

Traits
Whip
Melee
Piercing
Poison
Finesse
Elite

Check
Strength
Melee
8

Powers
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.

Weapon 2
Spoiler:
Spelldagger
Weapon C

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
Arcane
4

Powers
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.

Weapon 3
Spoiler:
Corrosive Dagger +1
Weapon B

Traits
Knife
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
7

Powers
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.

Weapon 4
Spoiler:
Poisoned Sand Tube
Weapon B

Traits
Blowgun
Ranged
Poison
Alchemical
Elite

Check
Intelligence
Craft
Knowledge
Ranged
6

Powers
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.

Weapon 5
Spoiler:
Galvanic Chakram +1
Weapon 1

Traits
Knife
Ranged
Slashing
Electricity
Magic
Elite

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged Skill + 1d8+1; you may additionally discard this card to add 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
If proficient with weapons, you may discard this card to add 1d4+1 and the Electricity and Ranged trait to your combat check.

Random Spells:
Spell 1
Spoiler:
Toxic Cloud
Spell 2

Traits
Magic
Arcane
Attack
Poison

Check
Intelligence
Arcane
8

Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Remove Curse
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Spell 3
Spoiler:
Clinging Venom
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Elite

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
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.

Spell 4
Spoiler:
Knock
Spell 1

Traits
Magic
Arcane

Check
Intelligence
Arcane
7

Powers
For your check to defeat a barrier that has the Lock or Obstacle trait, you may discard this card to use your Arcane skill + 1d10.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 9 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Chain Lightning
Spell 3

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
10

Powers
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.

Random Armors:
Armor 1
Spoiler:
Tooled Crocodile Skin
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
8

Powers
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.

Armor 2
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

Powers
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.

Armor 3
Spoiler:
Advocate's Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
Charisma
Diplomacy
9

Powers
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.

Armor 4
Spoiler:
Crocodile Skin Lamellar
Armor B

Traits
Light Armor
Elite

Check
Constitution
Fortitude
5
OR
Intelligence
Craft
7

Powers
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.

Armor 5
Spoiler:
Filter Hood
Armor B

Traits
Accessory
Light Armor
Elite

Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6

Powers
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.

Random Items:
Item 1
Spoiler:
Ring of Rejection
Item P

Traits
Accessory
Magic

Check
Constitution
1

Powers
Bury this card to evade your encounter.
Bury this card to ignore any power on a card that happens when you examine it.

Item 2
Spoiler:
Frost Staff
Item B

Traits
Staff
Attack
Magic
Cold

Check
Arcane
Divine
6

Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.

Item 3
Spoiler:
Staff of Minor Healing
Item 1

Traits
Staff
Magic
Divine
Healing

Check
Wisdom
Divine
7

Powers
Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.

Item 4
Spoiler:
Scroll of Thoth
Item 1

Traits
Object
Magic
Thoth
Trigger

Check
Knowledge
Wisdom
Divine
7

Powers
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.

Item 5
Spoiler:
Djinn Favor Amulet
Item 1

Traits
Accessory
Magic
Healing

Check
Constitution
Fortitude
4
OR
Wisdom
7

Powers
Recharge this card to reduce all damage dealt to you by 2. If it is Acid, Cold, Electricity, or Fire damage, you may recharge a random card from your discard pile.

Random Allies:
Ally 1
Spoiler:
Unwrapped Harmony
Ally 2

Traits
Caligni
Oracle
Trigger

Check
Perception
Charisma
Diplomacy
11

Powers
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.

Ally 2
Spoiler:
Idorii
Ally 1

Traits
Half-Elf
Fighter

Check
Melee
Charisma
Diplomacy
9

Powers
If you fail the check to acquire Idorii, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check at your location.
Discard this card to explore your location. Add 2d4 to combat checks during this exploration.

Ally 3
Spoiler:
Neb-at
Ally 1

Traits
Human
Smuggler

Check
Charisma
Diplomacy
6

Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.

Ally 4
Spoiler:
Osirion Ancestor
Ally B

Traits
Undead
Ghost
Incorporeal

Check
Divine
Charisma
Diplomacy
8

Powers
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.

Ally 5
Spoiler:
Osirion Ancestor
Ally B

Traits
Undead
Ghost
Incorporeal

Check
Divine
Charisma
Diplomacy
8

Powers
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.

Random Blessings:
Blessing 1
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Blessing 2
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Blessing 3
Spoiler:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Blessing 4
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Blessing 5
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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.

Turn: 19 Ostog/JohnF

Top of Blessing Discard Pile: Blessing of the Elements

Top Blessing:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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: 11
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 20 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 2 (Turn 21 Salim)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 3 (Turn 22 Oloch)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 4 (Turn 23 Feiya)
Spoiler:
Blessing of Bastet
Blessing B

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 5 (Turn 24 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 6 (Turn 25 Bekah)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 7 (Turn 26 Salim)
Spoiler:
Blessing of Bastet
Blessing C

Traits
Divine
Bastet
Gambling

Check
Divine
6
OR
Stealth
Disable
Craft
8

Powers
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 it and it may not be evaded; otherwise, you may encounter it.
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 Deck Card 8 (Turn 27 Oloch)
Spoiler:
Blessing of Thoth
Blessing 1

Traits
Divine
Thoth
Cold

Check
Divine
6
OR
Wisdom
Knowledge
10

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

Blessings Deck Card 9 (Turn 28 Feiya)
Spoiler:
Blessing of the Ancients
Blessing B

Traits
Divine
Basic

Check
Divine
3

Powers
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 Deck Card 10 (Turn 29 Ostog)
Spoiler:
Blessing of Maat
Blessing 2

Traits
Divine
Maat

Check
Divine
6
OR
Constitution
Fortitude
10

Powers
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.

Blessings Deck Card 11 (Turn 30 Bekah)
Spoiler:
Blessing of the Elements
Blessing B

Traits
Basic

Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6

Powers
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.

Howling Sands
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Thornscrub
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

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

Hot Springs
At This Location: At the end of your turn, you may recharge a random card from your discard pile.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ostog/Johnf, Feiyz/skizzerz,

Earthworks
At This Location: For your checks that have the Electricity trait, subtract a die.
When Closing: Bury an armor.
When Permanently Closed: On closing, recharge a random card from your discard pile.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:2
Located here: Oloch/Akaitora, Bekah/LucianC, Salim/Elizabeth,

Earthworks Card 1:
Knot of Isis
Item 3

Traits
Object
Magic
Trigger

Check
Intelligence
Arcane
11

Powers
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.

Earthworks Card 2:
Soul Stimulant
Item 2

Traits
Liquid
Alchemical

Check
Intelligence
Craft
9

Powers
Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.

Earthworks Card 3:
Blessing of Abadar
Blessing B

Traits
Divine
Abadar

Check
Dexterity
Disable
6
OR
Divine
5

Powers
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.

Earthworks Card 4:
The Viper
Ally 3

Traits
Human
Rogue

Check
Charisma
Diplomacy
9

Powers
Recharge this card to exchange a card in your hand with a card of the same type in your discard pile.
Discard this card to explore your location.

Earthworks Card 5:
Dry Quicksand
Barrier C

Traits
Trap
Elite

Check
Dexterity
Acrobatics
Wisdom
Survival
9

Powers
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.

Earthworks Card 6:
Bonecrusher Ambusher
Henchman Monster 1

Traits
Gnoll
Trigger

Check
Combat
10

Powers
When you examine this card, encounter it; the difficulty to defeat is increased by 3.
Before you act, succeed at a Wisdom or Perception 5 check, or you are dealt 1d4-1 Ranged Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Towering Obelisk
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:0
Closed

Windswept Chasm
At This Location: All damage dealt is Electricity damage.
When Closing: Discard your hand.
When Permanently Closed: On closing, draw 1d4-1 random cards from your discard pile.
M:1 Ba:3 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

No Location Card 1:
Dance of the Dead
Barrier P

Traits
Trigger
Cache
Curse
Magic

Check
Dexterity
Charisma
10

Powers
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.

No Location Card 2:
Blast Glyph
Barrier 3

Traits
Trap
Magic
Cold
Arcane
Trigger

Check
Intelligence
Arcane
Knowledge
10
OR
Wisdom
12

Powers
When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

No Location Card 3:
Crocodile Skin Madu
Armor B

Traits
Shield
Offhand
Elite

Check
Constitution
Fortitude
3
OR
Melee
5

Powers
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.

No Location Card 4:
Tekenu
Monster 2

Traits
Undead
Elite

Check
Combat
13

Powers
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.

No Location Card 5:
Cure
Spell B

Traits
Magic
Divine
Healing
Basic

Check
Wisdom
Divine
6

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

No Location Card 6:
Blessing of Isis
Blessing 3

Traits
Divine
Isis
Acid

Check
Divine
7
OR
Intelligence
Craft
11

Powers
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.

No Location Card 7:
Sling Staff
Weapon B

Traits
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite

Check
Dexterity
Ranged
8

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.

No Location Card 8:
Curse of Teeth and Fleas
Barrier 2

Traits
Curse
Magic
Trigger

Check
Wisdom
Survival
Divine
10

Powers
When you examine this card, banish it.
If undefeated, display this card. 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, draw the scourge Curse of Poisoning from the box.

No Location Card 9:
Rath Sandstalker
Villain Monster 3

Traits
Gnoll
Ranger

Check
Combat
14
THEN
Combat
16

Powers
When you encounter this card, search the location deck it came from until you find a monster. If you find one, Rath Sandstalker is evaded; encounter that monster.
Before you act, another character at your location summons and encounters the henchman Bonecrusher Ambusher.

No Location Card 10:
Blessing of Ra
Blessing C

Traits
Divine
Ra
Fire

Check
Divine
6
OR
Strength
Melee
8

Powers
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.

1 to 50 of 616 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [ACG] [OutPost I] Cartmanbeck's Season of Plundered Tombs Adventure 3: In Search of a Sage All Messageboards

Want to post a reply? Sign in.