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.
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.
Type Card Adv_Deck_Num
Spell Good Omen B
Spell Lightning Bolt 2
Armor Bone Lamellar 1
Item Scarab Sand 3
Ally Meehr Zet B
Blessing Blessing of the Elements B
Henchman Stolen Larvae 3
Henchman Stolen Larvae 3
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.
So you have two Item 3's available.
Reward:
For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the loot Scarab
Brooch and 1 character may temporarily replace 1 item in her deck with the loot Scarab of Mummy Defense.
At the end of each scenario, return the loot to the game box.
Each player chooses 1 of her Pathfinder Society RPG characters. That character may purchase scrolls of augury as though their market price were 100 gp.
My tier numbers on the sheet were wrong (I was already well into tier 3 when I started, and tiered up to 4 partway through), but I adjusted the numbers to be accurate so don't need a re-do I think. Everything else looked right.
Edit: Also, missing the adventure reward: Choose 1 trader that you have been rewarded with and record it on your Chronicle Sheet.
For the rest of the Adventure Path, your trade cost for that trader is reduced by 1 card (to a minimum of 1).
I choose Hadden Hoppert (so I can trade spells 1:1). I also gained a Die Bump due to completing the full adventure.
The baseline Ally trader is the Auction House. I'll make those changes now, so in about ten minutes you should be able to re-download the files with the updates included.