[ACG][OutPost I]Hawkmoon269's Season of Faction's Favor Adventure 1: Chasing Yellow Sails Table 1 (Inactive)

Game Master MorkXII

SCOURGE TABLE:
1 = Curse of Poisoning
2 = Curse of Poisoning
3 = Curse of Vulnerability
4 = Curse of Daybane
5 = Curse of the Ravenous
6 = Curse of Withering
7 = Curse of Fevered Dreams
8 = Curse of the Sphinx
9 = Curse of Blindness
10 = Curse of the Mummy

Curse of Poisoning:

Spoiler:
Curse of Poisoning
Scourge B

Traits
Curse
Poison

Check
None

Powers
While displayed, after you reset your hand, recharge a random card.

Curse of Vulnerability:

Spoiler:
Curse of Vulnerability
Scourge B

Traits
Curse

Check
None

Powers
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

You may only have 1 copy of this card displayed.

Curse of Daybane:

Spoiler:
Curse of Daybane
Scourge B

Traits
Curse
Undead

Check
None

Powers
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

You may only have 1 copy of this card displayed.

Curse of the Ravenous:

Spoiler:
Curse of the Ravenous
Scourge 1

Traits
Curse

Check
None

Powers
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. Blessings
2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.

Curse of Withering:

Spoiler:
Curse of Withering
Scourge 2

Traits
Curse

Check
None

Powers
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

You may only have 1 copy of this card displayed.

Curse of Fevered Dreams:

Spoiler:
Curse of Fevered Dreams
Scourge 3

Traits
Curse
Arcane

Check
None

Powers
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

You may only have 1 copy of this card displayed.

Curse of the Sphinx:

Spoiler:
Curse of the Sphinx
Scourge 4

Traits
Curse
Sphinx

Check
None

Powers
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

You may only have 1 copy of this card displayed.

Curse of Blindness:

Spoiler:
Curse of Blindness
Scourge 5

Traits
Curse

Check
None

Powers
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

You may only have 1 copy of this card displayed.

Curse of the Mummy:

Spoiler:
Curse of the Mummy
Scourge 6

Traits
Curse
Undead
Mummy

Check
None

Powers
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

You may only have 1 copy of this card displayed.


Sunburst Market


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Character Deck Upgrade Prefs: Weapon 6 > Blessing 6/5 > Item 6 > Ally 6

Off Turn: Heal 3 from Mr. G (Pistol +1, Parrot, Blunderbuss), Discard BotG.

Explore Warehouse

Skizza hears a voice coming from the other side of the warehouse and quickly rushes over to hear what is going on. As he approaches he hears Al-Hamar's name being mentioned, and shortly after that a nasty word that makes the rat blush under his fur.

Mahga Threefingers:

Ally B

Traits
Half-Orc
Ranger

Check
Charisma
Diplomacy
8

Powers
Recharge this card after rolling the dice on your check to add 3 or subtract 2 from the result.
Discard this card to explore your location.

A female half-orc with a really bad haircut is talking to a shady looking guy, and yes they seem to be spreading nasty rumours about everyone's favourite trader. "Hey, stop saying those things!"

"Why should we?"

"Because I...er, because you...ah?"

Skizza has to fight hard to resist reaching for one of his weapons and trying to stop them without blowing them up. Luckily Skizza's most persistent admirer, the Quartermaster, pops up just in time and starts sharing nice stories about Al-Hamar which helps save things from ending with a big BANG!

Asking Grazzle for his BotG. Recharge Quartermaster.
Charisma DC8: 2d6 + 1d4 ⇒ (6, 5) + (3) = 14 SUCCESS!

Akhair's Slander!
Wisdom DC8: 1d6 ⇒ 6 Recharge Mahga to add 3 to the check! PHEW! A Success

Skizza, glad to have made some new friends, hopes his work here is done!
Disable DC7: 1d10 + 3 ⇒ (6) + 3 = 9 Location Closed!
End Turn. Reset Hand.

Skizza wrote:

Hand: Mr. Pricker, Masterwork Tools, Hand Cannon, Blunderbuss, Pistol +1, Buckler Gun,

Displayed:
Deck: 8 Discard: 6 Buried: 0
Notes: Use Hand Cannon for 2d6 to a Combat check at another location
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Ranged: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Item or Weapon
Hand Size: 5 [X]6
Proficient with: Light Armors, Weapons
Powers:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 ([ ] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and its against a monster that is not immune to the Mental trait, you may evade it.)


Discarded a blessing for Athnul and a blessing for Skizza. Hand update:

Grazzle wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d8
INTELLIGENCE d4
WISDOM d10
Craft +1
Survival +2
CHARISMA d8 +2
Divine +3

Powers
HAND SIZE 6 ☐7
PROFICIENT WITH Light Armors
You automatically succed at your check to recharge a spell (☐ and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☑ 1 plus) twice the number of cards you discarded.
☑Add 2 to your check that invokes the Attack trait.

Hand: Crocodile Skin Armor, Holy Javelin, Remove Curse, Tarworks Master
Displayed: 0
Deck: 9 Discard: 9 Buried: 2
Notes: Shirt reroll not used in 4-3A.


During This Adventure: The scourge die is 1d6+1.
When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

During This Scenario: After building the location decks, shuffle an ally from the box into each.
On your check to acquire an ally, you may bury any number of boons to add 1 for each boon buried.
After you acquire an ally, summon and encounter the henchman Ahkair’s Slander; if defeated, you may immediately attempt to close your location.
To win the scenario, close all locations.

Ahkair's Slander:
Ahkair's Slander
Henchman Barrier 3

Traits
Task

Check
Wisdom
8
OR
Charisma
Diplomacy
10

Powers
You may recharge any number of allies; for each ally recharged, add 1 your check.

If undefeated, shuffle a barrier into your location deck.

Random Monsters:
Monster 1
Spoiler:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

Monster 2
Spoiler:
Rukh
Monster 3

Traits
Animal
Acid

Check
Combat
13
THEN
Combat
13

Powers
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Monster 3
Spoiler:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.

Monster 4
Spoiler:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Monster 5
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.

Random Barriers:
Barrier 1
Spoiler:
Symbol of Fear
Barrier 3

Traits
Trap
Magic
Trigger
Curse

Check
None

Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Barrier 2
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 3
Spoiler:
Echoes of Confusion
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Stealth
Perception
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

Barrier 4
Spoiler:
Grave Goods
Barrier 3

Traits
Cache
Curse
Trigger

Check
Disable
10
OR
Dexterity
Craft
12

Powers
When you examine this card, discard a blessing.
If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.

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:
Shocking Scimitar +2
Weapon 3

Traits
Sword
Melee
Slashing
Finesse
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that happens before you act.

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:
Chakram
Weapon B

Traits
Knife
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 4
Spoiler:
Staff of Uraeus
Weapon 3

Traits
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite

Check
Strength
Melee
Charisma
10

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.

Weapon 5
Spoiler:
Dagger of Doubling
Weapon 3

Traits
Knife
Ranged
Piercing
Magic

Check
Dexterity
Ranged
10

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 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Random Spells:
Spell 1
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 2
Spoiler:
Mistform
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap 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 12 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Spell 4
Spoiler:
Flames of the Faithful
Spell 1

Traits
Magic
Divine
Fire
Veteran

Check
Wisdom
Divine
5

Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spell 5
Spoiler:
Elemental Mastery
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Reed Snake Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire 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.

Armor 2
Spoiler:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.

Armor 3
Spoiler:
Bone Lamellar
Armor 1

Traits
Light Armor

Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8

Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

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:
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.

Random Items:
Item 1
Spoiler:
Hand of the Guilty Man
Item 2

Traits
Accessory
Magic
Mummy

Check
Wisdom
Divine
7

Powers
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

Item 2
Spoiler:
Anubis Staff
Item 1

Traits
Staff
Attack
Magic
Arcane
Divine
Anubis

Check
Arcane
Divine
6

Powers
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.

Item 3
Spoiler:
Ring of the Grasping Grave
Item 3

Traits
Accessory
Magic
Pharasma

Check
Arcane
Divine
Knowledge
12

Powers
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

Item 4
Spoiler:
Mumia
Item 2

Traits
Liquid
Alchemical
Mummy

Check
Intelligence
Craft
8

Powers
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

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:
Ubashki
Ally B

Traits
Undead
Mummy

Check
Bury a card

Powers
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.

Ally 2
Spoiler:
Mumia Smugglers
Ally B

Traits
Human
Rogue
Aspis
Hireling

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.

Ally 3
Spoiler:
Basif Iosep
Ally 2

Traits
Half-Elf
Shopkeeper

Check
Charisma
Diplomacy
6

Powers
At the start of your turn, recharge this card to draw 2 cards.
Discard this card to explore your location.

Ally 4
Spoiler:
Apprentice
Ally 2

Traits
Half-Elf

Check
Arcane
Divine
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Ally 5
Spoiler:
Giant Slug
Ally B

Traits
Animal
Acid

Check
Wisdom
Survival
6

Powers
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.

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 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.

Blessing 3
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.

Blessing 4
Spoiler:
Blessing of Abadar
Blessing C

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 5
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.

Turn: 18 Tup/Batpony

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: 12
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 19 Adowyn)
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 20 Grazzle)
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 3 (Turn 21 Athnul)
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 22 Skizza)
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 23 Tup)
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 24 Adowyn)
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 7 (Turn 25 Grazzle)
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 8 (Turn 26 Athnul)
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 9 (Turn 27 Skizza)
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 28 Tup)
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 11 (Turn 29 Adowyn)
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 30 Grazzle)
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.

Canny Jackal
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

Caravanserai
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: Athnul
Notes:

Pleasure Barge
At This Location: At the end of your turn, you may recharge a 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

Tooth and Hookah
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Tup

Tooth and Hookah Card 1:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Glass Pavilion
At This Location: At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
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 that invokes the Human or Poison trait.
M:0 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:3 Bl:1 ?:0
Located here: Adowyn, Grazzle
Notes: The Vipter, Meehr Zet

Smoking Den Card 1 - Chain Lightning:
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.

Smoking Den Card 2:
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.

Smoking Den Card 3:
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.

Smoking Den Card 4:
The Second Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Smoking Den Card 5:
Dagger of Doubling
Weapon 3

Traits
Knife
Ranged
Piercing
Magic

Check
Dexterity
Ranged
10

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 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Smoking Den Card 6:
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.

Smoking Den Card 7:
Meehr Zet
Ally B

Traits
Dwarf
Aristocrat
Hireling

Check
Charisma
Diplomacy
7

Powers
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

Warehouse
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: Skizza

Dye Market
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

Dark Archive

Move Smoking Den. Explore 1: Chain Lightning

Tup realises he needs a break from all his hard work and heads down to the Smoking Den. A place he is far too familiar with from previous adventures. The heat emanating from that area makes him feel comfortable and at home. Along the way, he witness a fight far off in the distance where a druid calls upon a lightning chain.

Arcane DC10: 1d12 + 3 ⇒ (3) + 3 = 6

Discard Dredge Explore 2: Druid of the Hive

At the den, to Tup's surprise, that same druid casting chain lightning happens to be there! Curious, Tup heads down to have a quick chat about the arcane arts to prove a point that fire is the best magic, and completely ignores Adowyn and Grazzle's for the time being.

Diplomacy DC7: 1d12 + 4 ⇒ (5) + 4 = 9

Recharge Druid for Slander check

Diplomacy DC10: 1d12 + 4 + 1 ⇒ (8) + 4 + 1 = 13

Reroll for Spell 3: Chain Lightning! Thank you GM!

After some heavy discussion, Tup decides it's no harm to learn a new spell, so with his new druid friend, exchanges notes and attempts to learn the lightning spell.

Arcane DC10: 1d12 + 3 ⇒ (9) + 3 = 12

Discard 4 cards before drawing a new hand.

Tup (Not a Goblin) wrote:

Hand: Burning Snot, Chain Lightning, Qasin, BotElements, Toad, Bone Lamellar,

Displayed:
Deck: 9 Discard: 7 Buried: 0
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4 fire dmg). Use BoLamashtu for Villian/Henchman
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [ ] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [ ]-1) Fire damage


During This Adventure: The scourge die is 1d6+1.
When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

During This Scenario: After building the location decks, shuffle an ally from the box into each.
On your check to acquire an ally, you may bury any number of boons to add 1 for each boon buried.
After you acquire an ally, summon and encounter the henchman Ahkair’s Slander; if defeated, you may immediately attempt to close your location.
To win the scenario, close all locations.

Ahkair's Slander:
Ahkair's Slander
Henchman Barrier 3

Traits
Task

Check
Wisdom
8
OR
Charisma
Diplomacy
10

Powers
You may recharge any number of allies; for each ally recharged, add 1 your check.

If undefeated, shuffle a barrier into your location deck.

Random Monsters:
Monster 1
Spoiler:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

Monster 2
Spoiler:
Rukh
Monster 3

Traits
Animal
Acid

Check
Combat
13
THEN
Combat
13

Powers
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Monster 3
Spoiler:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.

Monster 4
Spoiler:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Monster 5
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.

Random Barriers:
Barrier 1
Spoiler:
Symbol of Fear
Barrier 3

Traits
Trap
Magic
Trigger
Curse

Check
None

Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Barrier 2
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 3
Spoiler:
Echoes of Confusion
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Stealth
Perception
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

Barrier 4
Spoiler:
Grave Goods
Barrier 3

Traits
Cache
Curse
Trigger

Check
Disable
10
OR
Dexterity
Craft
12

Powers
When you examine this card, discard a blessing.
If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.

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:
Shocking Scimitar +2
Weapon 3

Traits
Sword
Melee
Slashing
Finesse
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that happens before you act.

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:
Chakram
Weapon B

Traits
Knife
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 4
Spoiler:
Staff of Uraeus
Weapon 3

Traits
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite

Check
Strength
Melee
Charisma
10

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.

Weapon 5
Spoiler:
Dagger of Doubling
Weapon 3

Traits
Knife
Ranged
Piercing
Magic

Check
Dexterity
Ranged
10

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 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Random Spells:
Spell 1
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 2
Spoiler:
Mistform
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap 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 12 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Spell 4
Spoiler:
Flames of the Faithful
Spell 1

Traits
Magic
Divine
Fire
Veteran

Check
Wisdom
Divine
5

Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spell 5
Spoiler:
Elemental Mastery
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Reed Snake Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire 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.

Armor 2
Spoiler:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.

Armor 3
Spoiler:
Bone Lamellar
Armor 1

Traits
Light Armor

Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8

Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

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:
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.

Random Items:
Item 1
Spoiler:
Hand of the Guilty Man
Item 2

Traits
Accessory
Magic
Mummy

Check
Wisdom
Divine
7

Powers
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

Item 2
Spoiler:
Anubis Staff
Item 1

Traits
Staff
Attack
Magic
Arcane
Divine
Anubis

Check
Arcane
Divine
6

Powers
For your combat check, reveal this card and discard a spell to use your Arcane or Divine skill + 1d6; this counts as playing a spell. If the bane has the Construct or Undead trait, add another 1d6.
Bury this card to evade your encounter against a monster that has the Undead trait.

Item 3
Spoiler:
Ring of the Grasping Grave
Item 3

Traits
Accessory
Magic
Pharasma

Check
Arcane
Divine
Knowledge
12

Powers
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

Item 4
Spoiler:
Mumia
Item 2

Traits
Liquid
Alchemical
Mummy

Check
Intelligence
Craft
8

Powers
Banish this card to banish a displayed card that has the Curse trait.
Display this card next to the deck of a character at your location. While displayed, add 1d8 to his Arcane, Constitution, and Fortitude skills. At the end of the turn, banish this card; that character buries 1d4-1 random cards from his discard pile.

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:
Ubashki
Ally B

Traits
Undead
Mummy

Check
Bury a card

Powers
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.

Ally 2
Spoiler:
Mumia Smugglers
Ally B

Traits
Human
Rogue
Aspis
Hireling

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.

Ally 3
Spoiler:
Basif Iosep
Ally 2

Traits
Half-Elf
Shopkeeper

Check
Charisma
Diplomacy
6

Powers
At the start of your turn, recharge this card to draw 2 cards.
Discard this card to explore your location.

Ally 4
Spoiler:
Apprentice
Ally 2

Traits
Half-Elf

Check
Arcane
Divine
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.

Ally 5
Spoiler:
Giant Slug
Ally B

Traits
Animal
Acid

Check
Wisdom
Survival
6

Powers
Recharge this card and discard 1 card from the blessings deck and explore your location. You may add 1d4 and the Acid trait to your combat checks during this exploration.
Recharge this card to add 1d4 and the Acid trait to your combat check.

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 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.

Blessing 3
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.

Blessing 4
Spoiler:
Blessing of Abadar
Blessing C

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 5
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.

Turn: 19 Adowyn/chthncthul

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: 11
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 20 Grazzle)
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 21 Athnul)
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 22 Skizza)
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 23 Tup)
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 24 Adowyn)
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 25 Grazzle)
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 26 Athnul)
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 8 (Turn 27 Skizza)
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 28 Tup)
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 10 (Turn 29 Adowyn)
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 30 Grazzle)
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.

Canny Jackal
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

Caravanserai
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: Athnul
Notes:

Pleasure Barge
At This Location: At the end of your turn, you may recharge a 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

Tooth and Hookah
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Tooth and Hookah Card 1:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Glass Pavilion
At This Location: At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
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 that invokes the Human or Poison trait.
M:0 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:2 Bl:1 ?:0
Located here: Adowyn, Grazzle, Tup
Notes: The Vipter, Meehr Zet

Smoking Den Card 1:
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.

Smoking Den Card 2:
The Second Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Smoking Den Card 3:
Dagger of Doubling
Weapon 3

Traits
Knife
Ranged
Piercing
Magic

Check
Dexterity
Ranged
10

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 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Smoking Den Card 4:
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.

Smoking Den Card 5:
Meehr Zet
Ally B

Traits
Dwarf
Aristocrat
Hireling

Check
Charisma
Diplomacy
7

Powers
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

Warehouse
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: Skizza

Dye Market
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


With both Grazzle and Tup at the smoking den, it almost feels to Adowyn that they are finally working together as a party. She heads into the den.

Explore Smoking Den card #1: The Viper
I think I'll let others handle the diplomacy checks, since we have so much time. Recharge Arboreal Armor to evade The Viper.

The first figure she sees is one of the suspicious-looking characters from the alleys outside. Adowyn quickly ducks into the den to avoid being seen.

Discard Fox to explore next Smoking Den card
Next Smoking Den card: 1d5 ⇒ 4 Blessing of the Elements

She follows a young woman with bright red hair into a corner. The foxy lady looks at Adowyn with vulpine eyes which flash green in the haze. I sign from the Green! Adowyn quickly prays for enlightenment.

Dexterity 6 to acquire Blessing of the Elements: 1d10 + 1 ⇒ (2) + 1 = 3

But the touch of the holy wood is evades her, somehow.

Discard Snow Leopard to explore next Smoking Den card
Next Smoking Den card: 1d4 ⇒ 4 Meehr Zet

She looks up to see the other uncertain character in her path - she avoid this one as well.

Recharge Returning Throwing Axe +1 (acquired) to evade Meehr Zet. Discard Cleric of Nethys to examine next two cards, put them back in any order, and then explore next Smoking Den card.
Next Smoking Den card: 1d4 ⇒ 1 The Viper
Other next Smoking Den card: 1d4 ⇒ 1 The Viper
Try again for other next Smoking Den card: 1d4 ⇒ 2 The Second Law
Put back in order: The Second Law, then The Viper. Encounter The Second Law. Display the card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if the check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish the card.
Reset hand and end turn

Adowyn wrote:

Hand: Compass, Force Shortbow +1, Kohl of Uncanny Discernment, Blessing of the Ancients 2, Blessing of the Elements,

Displayed: Leryn,
Deck: 9 Discard: 4 Buried: 3
Notes: Us the blessings if you need them.
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card Type: Ally
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster, you may examine the top card of your deck; if it has the Animal trait, you may draw it.
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.

Visual deck: https://sites.google.com/view/chthonicthulspfacg/games/outpost-1-back-to-th e-future?authuser=1
Deck Handler: https://docs.google.com/spreadsheets/d/1Nn1t6Zudb7KiSBGGAXRPl6aZEYAmZKDCU7H flFj6odQ/edit#gid=1691583861


Start of turn:
Blessing: Blessing of Abadar

Explore Smoking Den: The Viper
Discard Tarwoks Master for +1 die

Charisma 9: 2d8 + 2 ⇒ (3, 2) + 2 = 7 Shirt reroll the 2
Charisma 9: 3 + 1d8 + 2 ⇒ 3 + (8) + 2 = 13 Acquired.

Encounter Ahkair's Slander
Asking Adowyn for BotAncients, recharging The Viper for +1

Wisdom 8: 2d10 + 1 ⇒ (9, 9) + 1 = 19 Defeated, choosing not to close.
Triggered The Second Law, banish Remove Curse. Tup and Adowyn also need to banish a card or summon Voices of the Spire.

End of turn:
Discard remaining 2 cards, draw 6 cards.

Grazzle wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d8
INTELLIGENCE d4
WISDOM d10
Craft +1
Survival +2
CHARISMA d8 +2
Divine +3

Powers
HAND SIZE 6 ☐7
PROFICIENT WITH Light Armors
You automatically succed at your check to recharge a spell (☐ and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☑ 1 plus) twice the number of cards you discarded.
☑Add 2 to your check that invokes the Attack trait.

Hand: Bal Themm, Blessing of the Gods, Cure, Hide Armor, Library Curator, Life Drain
Displayed: 0
Deck: 4 Discard: 12 Buried: 2
Notes: Shirt reroll used in 4-3A.

Dark Archive

Tup banishes Burning Snot for Second Law


Adowyn banishes Blessing of the Ancients 2 for Second Law


Female Human Intrigue Monk of the Ki Fist, Tier 6, Deck Handler

Start turn, move to Smoking Den

Random explore, 1 for card 3, 2 for card 5: 1d2 ⇒ 1 Dagger of Doubling

Discard BoGozreh, use Grazzle's BotG.

Dex 10: 3d6 ⇒ (6, 3, 5) = 14 Weapon Get!

End turn, I'll try to clear my hand for some helpful stuff to end this. Reset hand: discard all but Bird Feather Tokens.

Athnul wrote:

Hand: Bird Feather Tokens, Blessing of the Gods 3, Minotour Mercenary, Blessing of the Gods 2, Mummified Cat , Blessing of Cayden Cailean,

Displayed:
Deck: 1 Discard: 12 Buried: 4
Notes: Bird tokens allows a local character to reroll a die. BoCC adds 2 dice to str/con.

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 6
Proficient with: None
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)


During This Adventure: The scourge die is 1d6+1.
When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

During This Scenario: After building the location decks, shuffle an ally from the box into each.
On your check to acquire an ally, you may bury any number of boons to add 1 for each boon buried.
After you acquire an ally, summon and encounter the henchman Ahkair’s Slander; if defeated, you may immediately attempt to close your location.
To win the scenario, close all locations.

Ahkair's Slander:
Ahkair's Slander
Henchman Barrier 3

Traits
Task

Check
Wisdom
8
OR
Charisma
Diplomacy
10

Powers
You may recharge any number of allies; for each ally recharged, add 1 your check.

If undefeated, shuffle a barrier into your location deck.

Random Monsters:
Monster 1
Spoiler:
Bonecrusher Hunter
Monster B

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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.

Monster 2
Spoiler:
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.

Monster 3
Spoiler:
Brain Ooze
Monster 2

Traits
Ooze
Electricity
Elite

Check
Combat
12

Powers
The Brain Ooze is immune to the Mental and Poison traits.
All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
If undefeated, discard a spell.

Monster 4
Spoiler:
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.

Monster 5
Spoiler:
Plague Zombie
Monster 1

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Random Barriers:
Barrier 1
Spoiler:
The Second Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Barrier 2
Spoiler:
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.

Barrier 3
Spoiler:
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.

Barrier 4
Spoiler:
Ambush
Barrier 2

Traits
Skirmish
Veteran

Check
Dexterity
Acrobatics
Wisdom
Perception
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.

Barrier 5
Spoiler:
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.

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:
Frost Sling +1
Weapon 1

Traits
Sling
Ranged
Bludgeoning
Magic

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+1; you may additionally discard this card to add another 2d4 and the Cold trait.

Weapon 3
Spoiler:
Chakram
Weapon B

Traits
Knife
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

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:
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.

Random Spells:
Spell 1
Spoiler:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Disable Mechanism
Spell 2

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Spell 3
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 4
Spoiler:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Flames of the Faithful
Spell 1

Traits
Magic
Divine
Fire
Veteran

Check
Wisdom
Divine
5

Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Random Armors:
Armor 1
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.

Armor 2
Spoiler:
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.

Armor 3
Spoiler:
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.

Armor 4
Spoiler:
Canopic Wrap
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
Knowledge
Wisdom
8

Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 5
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.

Random Items:
Item 1
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 2
Spoiler:
Ring of the Grasping Grave
Item 3

Traits
Accessory
Magic
Pharasma

Check
Arcane
Divine
Knowledge
12

Powers
Reveal this card to add 1d4 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, add 1d4 plus twice the adventure deck number instead.

Item 3
Spoiler:
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.

Item 4
Spoiler:
Ghost Battling Ring
Item B

Traits
Accessory
Magic
Pharasma
Veteran

Check
Arcane
Divine
Knowledge
8

Powers
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

Item 5
Spoiler:
Hand of the Guilty Man
Item 2

Traits
Accessory
Magic
Mummy

Check
Wisdom
Divine
7

Powers
Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.

Random Allies:
Ally 1
Spoiler:
Reta Bigbad
Ally P

Traits
Goblin
Fighter
Veteran

Check
Combat
15
OR
Charisma
Diplomacy
10

Powers
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration, add 1d4+1 to your first combat check.

Ally 2
Spoiler:
Nefti the Bard
Ally B

Traits
Human
Bard
Aspis

Check
Charisma
Diplomacy
8

Powers
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.

Ally 3
Spoiler:
Mumia Smugglers
Ally B

Traits
Human
Rogue
Aspis
Hireling

Check
Charisma
Diplomacy
8

Powers
Recharge this card to add 1d4 to your check against a card that has the Alchemical trait.
Bury this card to return all cards that have the Alchemical trait from your discard pile to your hand.
Discard this card to explore your location.

Ally 4
Spoiler:
Marianix Karn
Ally B

Traits
Human
Aspis
Sage

Check
Charisma
Diplomacy
9

Powers
Reveal this card to add 1 to your checks to acquire boons.
Recharge this card to add 1d6 to your checks to defeat barriers.
Discard this card to explore your location.

Ally 5
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.

Random Blessings:
Blessing 1
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 2
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 3
Spoiler:
Blessing of Nethys
Blessing C

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 4
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 5
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.

Turn: 22 Skizza/Greenclaw

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: 8
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 23 Tup)
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 24 Adowyn)
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 3 (Turn 25 Grazzle)
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 26 Athnul)
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 27 Skizza)
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 28 Tup)
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 7 (Turn 29 Adowyn)
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 30 Grazzle)
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.

Canny Jackal
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

Caravanserai
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
Notes:

Pleasure Barge
At This Location: At the end of your turn, you may recharge a 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

Tooth and Hookah
At This Location:
When Closing:
When Permanently Closed:
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Tooth and Hookah Card 1:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Glass Pavilion
At This Location: At the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
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 that invokes the Human or Poison trait.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Adowyn, Grazzle, Tup, Athnul
Notes:

Smoking Den Card 1 - Meehr Zet:
Meehr Zet
Ally B

Traits
Dwarf
Aristocrat
Hireling

Check
Charisma
Diplomacy
7

Powers
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

Warehouse
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: Skizza

Dye Market
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


Character Deck Upgrade Prefs: Weapon 6 > Blessing 6/5 > Item 6 > Ally 6

Skizza hears that the gang is all gathering for a party at the Smoking Den. The rat rushes over, hoping he's not too late to get in on the fun.

Move to Smoking Den. Explore.

Meehr Zet:

Ally B

Traits
Dwarf
Aristocrat
Hireling

Check
Charisma
Diplomacy
7

Powers
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

He sees the group gathering around in a booth at the far end of the Den, enjoying some fine pesh and lying back on some nice plush cushions. Before he can join them, Skizza hears Al-Hamar's name being mentioned again, and a curse word that sounded so foul that he was glad it was in a language he didn't understand. Spinning around he confronts a well-dressed dwarf with an even worse haircut than the half-orc back in the warehouse. If anyone deserved to be slandered around here, it was whoever was passing themselves off as a barber!

He inserts himself into the conversation and tries to makes more friends without making them stare down the barrel of one of his guns.

Borrow a BotG from Athnul
Charisma DC7: 2d6 ⇒ (5, 6) = 11
Akhair's Slander! Borrow another BotG from Athnul and a Blessing of the Elements from Tup
Wisdom DC8: 3d6 ⇒ (2, 3, 6) = 11
Summon random ally to close

Reta Bigbad:

Ally P

Traits
Goblin
Fighter
Veteran

Check
Combat
15
OR
Charisma
Diplomacy
10

Powers
Put this card and a weapon on top of your deck to add 1d4 plus the weapon's adventure deck number to a combat check by another character at your location.
Discard this card to explore your location. During this exploration, add 1d4+1 to your first combat check.

Before Skizza can pull himself away from the increasingly boring conversation and go and rejoin his friends, a little goblin sneaks over and starts to reach out for the rat's porcupine pal with a wide, mischievous grin on her face.

"Rita chop and Rita bite!
Rita slay and Rita..."

BANG!
Bury (Discard) Blunderbuss
Combat (Ranged) 15: 1d10 + 3 + 1d10 + 2d6 ⇒ (10) + 3 + (7) + (4, 4) = 28

"Don't touch Mr. Pricker, OK!"

Shooting at the ground at Rita's feet and satisfied he'd got his point across, Skizza invites the strange little goblin, and even the posh dwarf with the bad hair, across to the booth where he plonks himself down next to Grazzle and takes a deep puff of pesh.

"So, is what they were all saying about Al-Hamar actually true? If it is, that guy sounds like a tosser!"

End Turn! I think we've won again!


Sahmia shakes her head as she summarizes your progress. “Ah, so despite Ahkair’s tales, it turns out al-Hamar treated him well. But Ahkair simply demanded more and threatened to leave, and al-Hamar called his bluff. Ahkair was likely too prideful to apologize, so instead chose the venomous path of vengeance.”

She chuckles and bows to you. “Not only have you managed to get Payiir to work with al-Hamar, removing a thorn from al-Hamar’s side, but you’ve also convinced that thorn to beg his old patron’s forgiveness? That will certainly get al-Hamar’s attention! No doubt we will hear from him soon.

“Let us make the most of the time we have before your inevitable summons comes. We must find you something appropriate to wear.”

Wait. Something to wear?


Traders: Agymah, Shardizhad, Udjebet

Deck Upgrade Pool:
Dagger of Doubling (Weapon 3)
Returning Throwing Axe +1 (Weapon 1)
Chain Lightning (Spell 3)
Chain Lightning (Spell 3)
Symbol of Pain (Spell 3)
Effigy of Anubis (Item 3)
Kohl of Uncanny Discernment (Item B)
Mummified Cat (Item 1)
Wing of Horus (Item B)
Bal Themm (Ally 2)
Black Kiss (Ally 1)
Cleric of Nethys (Ally 2)
Dredge (Ally B)
Druid of the Hive (Ally B)
Fire Gecko (Ally B)
Hyaenodon (Ally B)
Library Curator (Ally 3)
Mahga Threefingers (Ally B)
Meehr Zet (Ally B)
Qasin (Ally 2)
Reta Bigbad (Ally P)
Tarworks Master (Ally B)
The Viper (Ally 3)
Blessing of Isis (Blessing 3)


Female Human Intrigue Monk of the Ki Fist, Tier 6, Deck Handler

Blessing 3: 1d1000 ⇒ 639 Abadar
Item 3: 1d1000 ⇒ 551 Ascetic's Belt
Ally 3: 1d1000 ⇒ 864 Rogue Imp


Weapon 3: 1d1000 ⇒ 699 Animalbane Crossbow +2
Spell 3: 1d1000 ⇒ 833 Major Cure
Ally 3: 1d1000 ⇒ 753 Elk


Also, don't forget your skill feat for the first scenario in tier.


Adowyn skill feat: Dexterity [X]+2


Female Human Intrigue Monk of the Ki Fist, Tier 6, Deck Handler

Oh yeah, skills! Con [x] +1


Skill Feat: Wisdom +1
Deck Upgrade:
Spell 3: 1d1000 ⇒ 904 Restorative Touch
Item 3: 1d1000 ⇒ 620 Crystal Ball
Blessing 3: 1d1000 ⇒ 450 Blessing of Qi Zhong


Character Deck Upgrade Prefs: Weapon 6 > Blessing 6/5 > Item 6 > Ally 6

Skill Feat: Dex [X]+2

Blessing 3: 1d1000 ⇒ 478 Blessing of Alkenstar
Weapon 3: 1d1000 ⇒ 711 Navigator Musket +1
Ally 3: 1d1000 ⇒ 82 Black Arrow Ranger


Adowyn takes Blessing of Erastil to replace the Blessing of Elements she lost.

Dark Archive

Tup will take Spell 3: Wall of Fire, and will +1 to Charisma.


Female Human Intrigue Monk of the Ki Fist, Tier 6, Deck Handler

Not wanting to commit to an ultimate deck, Athnul will pick back up the trapsmith gloves to replace her lost Item. And will take Abadar for Blessing 3 deck upgrade.


4-3B: BREAKING AND ENTERING
The al-Hamar estate is an expanse of fig trees, gardens, and bubbling fountains surrounding a large home that seems to glisten in the sunlight. You have arrived to meet Tallah al-Hamar, who proves no less impressive than his home as he stands to greet you in his fine silks and glittering jewels. “The light of dawn to you,” he intones with a shallow bow. “I understand I have you to thank for an old associate asking to renew our relationship, for a new associate hoping to start a relationship, and for an annoyance resolved. My shade to you tomorrow. Please, join me for a meal.” He leads you to a large dining room whose table bears a tremendous feast. As you enter, your contact Sahmia whispers to you, “No business at the table.”

The food is delicious and the conversation pleasant. Al-Hamar—“Tallah, please,” he says—is extremely courteous, unfailingly polite, and thoroughly interested in your history and your exploits, but he doesn’t ask about your business in Katheer until the meal concludes and you have retired to the sitting room to relax.

“I know of Soon-To-Be-Pasha-No-More Muhlia al-Jakri,” he says. “We have worked with similar business contacts, some of whom have since disowned her. I suspect others still support her, despite her increasingly toxic reputation and the shame it could bring. One of these contacts is the half-orc Tautrak the Salt, who operates a warehouse just east of the port. Tautrak has likewise made many enemies through blackmail, yet one virtue is his infallible preservation of business documents—even those of his and others’ illicit dealings. Secure those discreetly, and you can convince al-Jakri’s remaining supporters to abandon her. I can assist in handling the guards if your approach is... louder, but wouldn’t our new relationship be warmer if that could be avoided?”

Al-Hamar’s directions to the warehouse are clear, but the site is heavily guarded. You even see Tautrak himself patrolling the building. You should be able to avoid the worst resistance if you make a stealthy approach, only cracking heads together once you have evidence of Tautrak’s—and Muhlia al-Jakri’s— criminal activities.

DURING THIS SCENARIO
At the end of your turn, examine the top card of your location deck; if it is a boon, you may banish it.
When you defeat the henchman Evidence, you may immediately attempt to close your location.
When you would close a location, if the number of Evidence henchmen displayed next to the scenario is not equal to the number of characters, instead search the location deck and banish any number of boons from it.

VILLAIN

Tautrak the Salt:
Tautrak the Salt
Villain Monster 3

Traits
Trigger
Half-Orc
Rogue

Check
Combat
18

Powers
When you examine this card, you may bury the top 2 cards of your deck; if you do not, shuffle Tautrak and a number of barriers equal to the number of other open locations into a stack, then shuffle a card from the stack into each open location.

Before you act, a character act your location must summon and encounter the henchman Silver Chain Smugglers.

HENCHMAN

Evidence:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.


During This Adventure: The scourge die is 1d6+1.
When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

During This Scenario: At the end of your turn, examine the top card of your location deck; if it is a boon, you may banish it.
When you defeat the henchman Evidence, you may immediately attempt to close your location.
When you would close a location, if the number of Evidence henchmen displayed next to the scenario is not equal to the number of characters, instead search the location deck and banish any number of boons from it.

Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M:1 Ba:3 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:1 ?:

Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:2 Ba:3 W:2 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:2 Al:1 Bl:0 ?:

Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:

Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:

Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:2 Ba:1 W:0 Sp:3 Ar:0 I:0 Al:2 Bl:1 ?:

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
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 that invokes the Human or Poison trait.
M:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:


Grazzle will:
-add Restorative Touch to his deck, replacing the already banished Remove Curse
-swap Ruby of Charisma for Neferekhu
-trade Heavy Pick for Remove Curse at the Sunburst Market
-visit Falsin Deek looking for a good deal on an item.

Grazzle will start at the Precinct of Left Eyes.


Female Human Intrigue Monk of the Ki Fist, Tier 6, Deck Handler

Starting at Vault of Hidden Wisdom. Falsin deek as usual


Adowyn will visit Falsin Deek. Hmm, assuming Skizza would like to Warehouse as usual, the others all present difficulties for Adowyn... I think I'll go Vizier's Hill, where I can at least evade the barriers that look too hairy.


Character Deck Upgrade Prefs: Weapon 6 > Blessing 6/5 > Item 6 > Ally 6

I'm not sure from the above boon rolls whether Skizza ends up getting a Weapon or an Ally upgrade, but either way he'll visit Sunburst Market to pick up Mr. Pricker on the way to the Warehouse.


Female Human Intrigue Monk of the Ki Fist, Tier 6, Deck Handler

Athnul rescinds the Blessing 3 upgrade to Skizza, taking Item 3: Ascetic's Belt as an upgrade instead, swapping out for the trapsmith gloves. Also, taking a BotG back for the previously replaced BoAbadar.

Dark Archive

Tup will start at Smoking Den!
@Sunburst - Trade Deliverance for Blessing of Elements
Trade Potion of Vision for Hand of the Honest Man


Character Deck Upgrade Prefs: Weapon 6 > Blessing 6/5 > Item 6 > Ally 6

Thanks Athnul! Skizza will swap out a BotG for a Blessing of Alkenstar.


3 at Falsin, so 4 items:

Staff of Revelations:
Staff of Revelations
Item 3

Traits
Staff
Magic
Arcane

Check
Intelligence
Arcane
10

Powers
Reveal this card and recharge a spell to examine the top 2 cards of your location deck. If a card has the Elemental or Undead trait, you may encounter it. Otherwise, put the cards back on top in any order.
At the begining of your turn, reveal this card to examine the top card of your deck. You may return the examined card to the top or bottom of your deck.

Deliquescent Gloves:
Deliquescent Gloves
Item 3

Traits
Accessory
Alchemical
Acid

Check
Dexterity
Intelligence
Craft
8

Powers
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

Black Marsh Spider Venom:
Black Marsh Spider Venom
Item 2

Traits
Liquid
Poison

Check
Intelligence
Craft
8

Powers
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

Knot of Isis:
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.


Female Human Intrigue Monk of the Ki Fist, Tier 6, Deck Handler

Athnul will take the Staff of Revelations (replace Crown of Swords). If anybody who has spells to take advantage of its first power would also like the staff, Athnul will take nothing from Falsin instead.


Grazzle will pass on Deek's offers.

Grazzle wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d8
INTELLIGENCE d4
WISDOM d10 +1
Craft +1
Survival +2
CHARISMA d8 +2
Divine +3

Powers
HAND SIZE 6 ☐7
PROFICIENT WITH Light Armors
You automatically succed at your check to recharge a spell (☐ and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☑ 1 plus) twice the number of cards you discarded.
☑Add 2 to your check that invokes the Attack trait.

Hand: Cleric of Nethys, Cure, Holy Light, Life Drain, Neferekhu, Restorative Touch
Displayed: 0
Deck: 12 Discard: 0 Buried: 2
Notes: Shirt reroll not used in 4-3B.

Dark Archive

Tup (Not a Goblin) wrote:

Hand: Blessing of the Gobs 2, Hand of the Honest Man, Blessing of the Gobs 1, Blessing of the Gobs 3, Hide from Animals, Rain of Frogs,

Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Use Blessing as needed
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [ ]-1) Fire damage


Character Deck Upgrade Prefs: Weapon 6 > Blessing 6/5 > Item 6 > Ally 6
Skizza wrote:

Hand: Pistol +1, Alchemist's Fire, Parrot, Quartermaster, Masterwork Tools, Buckler Gun,

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

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Ranged: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Item or Weapon
Hand Size: 5 [X]6
Proficient with: Light Armors, Weapons
Powers:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 ([ ] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and its against a monster that is not immune to the Mental trait, you may evade it.)


Adowyn decides that Falsin Deek's wares are of no interest to her. once again.

Adowyn wrote:

Hand: Arboreal Armor, Animal Call, Blessing of the Elements, Animalbane Crossbow +2, Fox,

Displayed: Leryn,
Deck: 11 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

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

Favored Card Type: Ally
Hand Size: 5
Proficient with: Light Armors, Weapons
Powers:
After you defeat a monster, you may examine the top card of your deck; if it has the Animal trait, you may draw it.
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.

Visual deck: https://sites.google.com/view/chthonicthulspfacg/games/outpost-1-back-to-th e-future?authuser=1
Deck Handler: https://docs.google.com/spreadsheets/d/1Nn1t6Zudb7KiSBGGAXRPl6aZEYAmZKDCU7H flFj6odQ/edit#gid=1691583861


Female Human Intrigue Monk of the Ki Fist, Tier 6, Deck Handler

"

Athnul wrote:

Hand: Ascetic's Belt, Blessing of Gozreh, Minotour Mercenary, Blessing of Milani , Blood Periapt, Mastiff, "

Displayed:
Deck: 13 Discard: 0 Buried: 1
Notes: Feel free to use a blessing. Milani adds 2 dice to dex/wis. Gozreh adds 2 dice to close a location

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 6
Proficient with: None
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)


During This Adventure: The scourge die is 1d6+1.
When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

During This Scenario: At the end of your turn, examine the top card of your location deck; if it is a boon, you may banish it.
When you defeat the henchman Evidence, you may immediately attempt to close your location.
When you would close a location, if the number of Evidence henchmen displayed next to the scenario is not equal to the number of characters, instead search the location deck and banish any number of boons from it.

Random Monsters:
Monster 1
Spoiler:
Guecubu
Monster 3

Traits
Undead

Check
Combat
15

Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, draw a random scourge from the box.

Monster 2
Spoiler:
Burning Child
Monster 3

Traits
Undead
Fire

Check
Combat
16
OR
Charisma
10

Powers
The Burning Child is immune to the Mental, Poison and Fire traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle it into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

Monster 3
Spoiler:
Guecubu
Monster 3

Traits
Undead

Check
Combat
15

Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, draw a random scourge from the box.

Monster 4
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 5
Spoiler:
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.

Random Barriers:
Barrier 1
Spoiler:
Lightning Storm
Barrier C

Traits
Obstacle
Weather
Electricity

Check
None

Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Barrier 2
Spoiler:
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.

Barrier 3
Spoiler:
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.

Barrier 4
Spoiler:
Inevitable Trap
Barrier 3

Traits
Trap
Skirmish
Magic
Trigger

Check
Intelligence
Arcane
Knowledge
13
OR
Wisdom
Survival
10

Powers
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

Barrier 5
Spoiler:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

Random Weapons:
Weapon 1
Spoiler:
Flaming Spear +1
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

Weapon 2
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 3
Spoiler:
Fire Kukri +1
Weapon 1

Traits
Knife
Melee
Slashing
Fire
Magic
Elite

Check
Strength
Melee
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. 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:
Chakram
Weapon B

Traits
Knife
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Weapon 5
Spoiler:
Javelin of Lightning
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

Random Spells:
Spell 1
Spoiler:
Caustic Fog
Spell 3

Traits
Magic
Divine
Acid

Check
Wisdom
Divine
11

Powers
Display this card. While displayed, you may be dealt 1 Combat damage to add 1d8 and the Acid trait to a combat check by a character at your location. You may play another spell on your check.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Spell 2
Spoiler:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Spell 3
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 4
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 5
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.

Random Armors:
Armor 1
Spoiler:
Hide Armor of Fire Resistance
Armor 2

Traits
Light Armor
Magic

Check
Constitution
Fortitude
7

Powers
Recharge this card to reduce Combat or Fire damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
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.

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:
Alchemist's Shield
Armor 2

Traits
Shield Offhand

Check
Constitution
Fortitude
Craft
6

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 Combat damage dealt to you by 2, or to 0 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

Armor 5
Spoiler:
Bone Lamellar
Armor 1

Traits
Light Armor

Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8

Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

Random Items:
Item 1
Spoiler:
Smoked Glass Goggles
Item B

Traits
Accessory

Check
Intelligence
Craft
Wisdom
Survival
6

Powers
Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.

Item 2
Spoiler:
Helpful Haversack
Item 1

Traits
Accessory
Magic

Check
Dexterity
Intelligence
6

Powers
At the start of your turn, reveal this card to examine the top card of your deck. You may additionally discard this card to add the examined card to your hand; otherwise, return the examined card to the top or bottom of your deck.

Item 3
Spoiler:
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.

Item 4
Spoiler:
Effigy of Anubis
Item 3

Traits
Object
Magic
Anubis
Trigger

Check
Intelligence
10
OR
Charisma
Diplomacy
8

Powers
When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

Item 5
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.

Random Allies:
Ally 1
Spoiler:
Qasin
Ally 2

Traits
Outsider
Psychopomp

Check
Charisma
Diplomacy
Divine
10

Powers
Recharge this card to examine the top card of your deck. You may then draw or recharge that card.
Recharge this card to evade a bane.

Ally 2
Spoiler:
Stained Glass Elemental
Ally B

Traits
Elemental
Electricity
Veteran

Check
Charisma
Survival
Arcane
9

Powers
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

Ally 3
Spoiler:
Mad Dog Marrn
Ally 1

Traits
Halfling
Barbarian
Hireling

Check
Survival
Charisma
Diplomacy
9

Powers
If you fail the check to acquire Mad Dog Marrn, you may banish an ally that has the Animal trait from your hand or discard pile; I fyou do not, you are dealt 1d4 Combat damage.
Recharge this card to add 1d8 to the Survival check of a character at your location.
Discard this card to explore your location. If the card has the Trigger trait, you may evade it.

Ally 4
Spoiler:
Bal Themm
Ally 2

Traits
Human
Cleric

Check
Charisma
Diplomacy
10

Powers
Recharge this card to add 1d6 and the Magic trait to your check to defeat a bane that has the Undead trait.
Discard this card to explore your location. Add 1d6 and the Magic trait to your checks to defeat banes that have the Undead trait during this exploration.

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 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 3
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 4
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 5
Spoiler:
Blessing of Khepri
Blessing P

Traits
Divine
Healing
Khepri

Check
Craft
7
OR
Divine
5

Powers
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you woud die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison triat, reset your hand.

Turn: 1 Athnul/eddiephlash

Top of Blessing Discard Pile: Blessing of Horus

Top Blessing:
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 Remaining: 29
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 2 Skizza)
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 3 Tup)
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 4 Adowyn)
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 4 (Turn 5 Grazzle)
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 5 (Turn 6 Athnul)
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 7 Skizza)
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 7 (Turn 8 Tup)
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 8 (Turn 9 Adowyn)
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 9 (Turn 10 Grazzle)
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 11 Athnul)
Spoiler:
Blessing of the Elements
Blessing C

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 12 Skizza)
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 12 (Turn 13 Tup)
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.

Blessings Deck Card 13 (Turn 14 Adowyn)
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.

Blessings Deck Card 14 (Turn 15 Grazzle)
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 16 Athnul)
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 16 (Turn 17 Skizza)
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 17 (Turn 18 Tup)
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 18 (Turn 19 Adowyn)
Spoiler:
Blessing of Horus
Blessing C

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 19 (Turn 20 Grazzle)
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 20 (Turn 21 Athnul)
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 21 (Turn 22 Skizza)
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 22 (Turn 23 Tup)
Spoiler:
Blessing of the Ancients
Blessing C

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 24 Adowyn)
Spoiler:
The Exchange's Favor
Favor 3

Traits

Check

Powers
When this card is discarded from the blessings deck, choose a type of boon other than loot; summon and attempt to acquire a boon of that type from the box that has the scenario's adventure deck number.

While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

Blessings Deck Card 24 (Turn 25 Grazzle)
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 25 (Turn 26 Athnul)
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 26 (Turn 27 Skizza)
Spoiler:
Blessing of Wadjet
Blessing C

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 27 (Turn 28 Tup)
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 28 (Turn 29 Adowyn)
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 29 (Turn 30 Grazzle)
Spoiler:
Blessing of Abadar
Blessing C

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.

Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M:1 Ba:3 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Athnul

Vault of Hidden Wisdom Card 1:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Vault of Hidden Wisdom Card 2:
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.

Vault of Hidden Wisdom 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.

Vault of Hidden Wisdom Card 4:
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.

Vault of Hidden Wisdom Card 5:
The Evil Eye
Barrier C

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.

Vault of Hidden Wisdom Card 6:
Staff of Uraeus
Weapon 3

Traits
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite

Check
Strength
Melee
Charisma
10

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.

Vault of Hidden Wisdom Card 7:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

Vault of Hidden Wisdom Card 8:
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.

Vault of Hidden Wisdom Card 9:
Detect Undead
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
5

Powers
During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Vault of Hidden Wisdom Card 10:
Elemental Mastery
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:2 Ba:3 W:2 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Adowyn

Vizier's Hill Card 1:
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.

Vizier's Hill Card 2:
Djinni Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

Vizier's Hill Card 3:
The Second Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Vizier's Hill Card 4:
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.

Vizier's Hill Card 5:
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.

Vizier's Hill Card 6:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Vizier's Hill Card 7:
Bonecrusher Hunter
Monster B

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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.

Vizier's Hill Card 8:
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.

Vizier's Hill Card 9:
Symbol of Fear
Barrier 3

Traits
Trap
Magic
Trigger
Curse

Check
None

Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Vizier's Hill Card 10:
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.

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:2 Al:1 Bl:0 ?:1
Located here: Skizza

Warehouse Card 1:
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.

Warehouse Card 2:
Bonecrusher Hunter
Monster B

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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.

Warehouse Card 3:
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.

Warehouse Card 4:
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.

Warehouse Card 5:
Burglar's Bracers
Item B

Traits
Accessory
Tool

Check
Intelligence
Craft
Disable
6

Powers
Recharge this card to add 1d8 to your Craft or Disable check.

Warehouse Card 6:
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.

Warehouse Card 7:
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.

Warehouse Card 8:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Warehouse Card 9:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Warehouse Card 10:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:2 Ba:1 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1

Mumia Lab Card 1:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Mumia Lab Card 2:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

Mumia Lab Card 3:
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.

Mumia Lab 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.

Mumia Lab Card 5:
Ghost Battling Ring
Item B

Traits
Accessory
Magic
Pharasma
Veteran

Check
Arcane
Divine
Knowledge
8

Powers
Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.

Mumia Lab Card 6:
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.

Mumia Lab Card 7:
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.

Mumia Lab Card 8:
Fighting Crook
Weapon C

Traits
Club
Melee
Bludgeoning
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4. If proficient with weapons,  you may additionally discard this card to add your Dexterity skill if the monster does not have the Incorporeal or Ooze trait. 
After you act, reveal an armor or you are dealt 1 combat damage.

Mumia Lab Card 9:
Lottery Urn
Item 1

Traits
Object
Magic
Gambling

Check
Wisdom
6

Powers
Recharge this card after your check to choose a number. Reroll all dice that show that number; take the new result.

Mumia Lab Card 10:
Brain Ooze
Monster 2

Traits
Ooze
Electricity
Elite

Check
Combat
12

Powers
The Brain Ooze is immune to the Mental and Poison traits.
All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
If undefeated, discard a spell.

Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Grazzle

Precinct of Left Eyes Card 1:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Precinct of Left Eyes Card 2:
Hungry Fog
Barrier 3

Traits
Obstacle
Magic
Acid

Check
Wisdom
Perception
10

Powers
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

Precinct of Left Eyes Card 3:
Djinni Quarterstaff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

Precinct of Left Eyes Card 4:
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.

Precinct of Left Eyes Card 5:
Fireball Trap
Barrier 2

Traits
Trap
Magic
Fire
Elite

Check
Constitution
6
OR
Dexterity
Acrobatics
Disable
8

Powers
If undefeated, each character at your location is dealt 1d4 Fire damage.

Precinct of Left Eyes Card 6:
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.

Precinct of Left Eyes Card 7:
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.

Precinct of Left Eyes Card 8:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.

Precinct of Left Eyes Card 9:
Key of the Second Vault
Item C

Traits
Object
Magic
Abadar

Check
Disable
Perception
Arcane
Divine
10

Powers
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

Precinct of Left Eyes Card 10:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:2 Ba:1 W:0 Sp:3 Ar:0 I:0 Al:2 Bl:1 ?:1

Great Library of Tephu Card 1:
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.

Great Library of Tephu Card 2:
Minnothet
Ally 2

Traits
Human
Shopkeeper

Check
Fortitude
Charisma
Diplomacy
8

Powers
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.

Great Library of Tephu Card 3:
Memories of Violence
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Divine
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

Great Library of Tephu Card 4:
Blasphemous Priest
Monster C

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.

Great Library of Tephu Card 5:
Disable Mechanism
Spell 2

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Great Library of Tephu Card 6:
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.

Great Library of Tephu Card 7:
Rukh
Monster 3

Traits
Animal
Acid

Check
Combat
13
THEN
Combat
13

Powers
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Great Library of Tephu Card 8:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Great Library of Tephu Card 9:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Great Library of Tephu Card 10:
Pard
Ally C

Traits
Animal

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
10

Powers
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
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 that invokes the Human or Poison trait.
M:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:1
Located here: Tup

Smoking Den Card 1:
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.

Smoking Den Card 2:
Tautrak the Salt
Villain Monster 3

Traits
Trigger
Half-Orc
Rogue

Check
Combat
18

Powers
When you examine this card, you may bury the top 2 cards of your deck; if you do not, shuffle Tautrak and a number of barriers equal to the number of other open locations into a stack, then shuffle a card from the stack into each open location.

Before you act, a character act your location must summon and encounter the henchman Silver Chain Smugglers.

Smoking Den Card 3:
Meehr Zet
Ally B

Traits
Dwarf
Aristocrat
Hireling

Check
Charisma
Diplomacy
7

Powers
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

Smoking Den 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.

Smoking Den Card 5:
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.

Smoking Den Card 6:
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.

Smoking Den Card 7:
Hunga Munga
Weapon B

Traits
Axe
Ranged
Piercing
Elite

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

Smoking Den Card 8:
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.

Smoking Den Card 9:
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.

Smoking Den Card 10:
Nefti the Bard
Ally B

Traits
Human
Bard
Aspis

Check
Charisma
Diplomacy
8

Powers
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.


Female Human Intrigue Monk of the Ki Fist, Tier 6, Deck Handler

Well, we won the propaganda game, now to track down some hard evidence that will put al-Jakri away for good.

Athnul makes her way to the Vault of Hidden Wisdom, what better place to look for things?

Explore card 1: Evidence Nice, top-deck!

Upon entering the vault, Athnul notices a note on the floor. She picks it up, notices it is written in code, and tries to decipher it.

Drop BoMilani on check to defeat.

Perception 9 + 3 = 12: 3d10 + 4 ⇒ (6, 9, 1) + 4 = 20 Defeated! Display next to scenario. Attempting to close. Summon random barrier: Lightning Storm. Reveal BoGozreh to evade. Location stays open.

The note does indeed implicate al-Jakri, but they will need more evidence. Athnul decides to explore around, not expecting another note, but hopefully she can get the vault into an easier to defend position in case one of her companions meets up with Tautrak.

Location power perception 7 check to explore: 1d10 + 4 ⇒ (4) + 4 = 8
explore card 2: Vanth. Gross. Reveal/recharge boGozreh to evade and explore again.

She sees a Vanth, and immediately bolts the other way to avoid being cursed.

random explore: 1d9 + 1 ⇒ (4) + 1 = 5 The Evil Eye

...and runs right into an evil eye. "Ugh, the Vanth would have been better."

auto fail check to defeat.

random scourge: 1d6 + 1 ⇒ (6) + 1 = 7 Curse of Fevered Dreams

Strange images begin to cross her mind, but a dog's bark snaps Athnul back to reality.

Display Mastiff to draw 2 cards: Staff of Revelations and BotG1. Perfect, use BotG to copy Blessing of Horus power to move to the Mumia lab.

This vault is awful, Athnul leaves and walks into the first building she sees. Turns out to be a lab. Hopefully there is more evidence and fewer awful cursing things here.

Explore Mumia lab card 1: Evidence! Borrow one of Tup's blessings

She sees a similar note as the one she saw in the vault.

Perception 9 + 3 = 12: 2d10 + 4 ⇒ (4, 4) + 4 = 12 Awesome! Displayed next to scenario. Attempt to close.

Summon Crawling Hands. Recharge Merc to add 1d8. Recharge staff for punch power.

Combat 13: 1d6 + 2 + 1d10 + 2 + 1d8 ⇒ (1) + 2 + (9) + 2 + (7) = 21 Defeated!

Searching location deck for boons. Banish card 2: Holy Light, card 5 Ghost Battling Ring, card 6: Fire Gecko, card 8: Fighting Crook, card 9: Lottery Urn.
Only banish card 4: Khamsin Coat (Armor 3) if nobody cares.

End turn, discarding mastiff. Reset hand, recharging remaining cards due to curse.

cursed hand size: 1d4 + 1 ⇒ (4) + 1 = 5

Athnul wrote:

Hand: Blessing of the Gods 2, Ring of Wave Walking, Amulet of Firey Fists, Blessing of Lamashtu, Silver Raven Figurine,

Displayed: Curse of Fevered Dreams ,
Deck: 11 Discard: 3 Buried: 1
Notes: Feel free to use a blessing or raven my ring (+3 to con/fort non-acquisition checks)

Skills and Powers:
SKILLS

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

Favored Card: Blessing
Hand Size 6
Proficient with: None
Powers:
For your Melee combat check, you may recharge a card to add your Wisdom skill and the Bludgeoning trait ([ ] and you may add the Magic trait); you may not play a weapon on this check.
You may reveal a blessing to evade your encounter. ([x] Then you may recharge that blessing to explore your location.)


During This Adventure: The scourge die is 1d6+1.
When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

During This Scenario: At the end of your turn, examine the top card of your location deck; if it is a boon, you may banish it.
When you defeat the henchman Evidence, you may immediately attempt to close your location.
When you would close a location, if the number of Evidence henchmen displayed next to the scenario is not equal to the number of characters, instead search the location deck and banish any number of boons from it.

Evidence: 2

Random Monsters:
Monster 1
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 2
Spoiler:
Guecubu
Monster 3

Traits
Undead

Check
Combat
15

Powers
The Guecubu is immune to the Mental, Electricity, and Poison traits.
After you act, draw a random scourge from the box.

Monster 3
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.

Monster 4
Spoiler:
Ice Elemental
Monster 2

Traits
Elemental
Outsider
Cold
Elite

Check
Combat
12

Powers
The Ice Elemental is immune to the Cold and Poison traits.
Before you act, succeed at a Constitution or Fortitude 7 check or you may only play 1 card on this check.
All damage dealt by the Ice Elemental is Cold damage.

Monster 5
Spoiler:
Burning Child
Monster 3

Traits
Undead
Fire

Check
Combat
16
OR
Charisma
10

Powers
The Burning Child is immune to the Mental, Poison and Fire traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle it into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.

Random Barriers:
Barrier 1
Spoiler:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

Barrier 2
Spoiler:
Inevitable Trap
Barrier 3

Traits
Trap
Skirmish
Magic
Trigger

Check
Intelligence
Arcane
Knowledge
13
OR
Wisdom
Survival
10

Powers
When you examine this card, encounter it.
If undefeated, each character at your location must summon and encounter the henchman Blightwing. Then banish this card.

Barrier 3
Spoiler:
Lightning Storm
Barrier B

Traits
Obstacle
Weather
Electricity

Check
None

Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Barrier 4
Spoiler:
Lightning Storm
Barrier C

Traits
Obstacle
Weather
Electricity

Check
None

Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Barrier 5
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.

Random Weapons:
Weapon 1
Spoiler:
Twin Serpent Quarterstaff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Nethys
Elite

Check
Strength
Melee
Arcane
9

Powers
For your combat check, reveal this card to use your Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
Reveal this card and discard a spell or card that has the Nethys trait to add 2d4 and the Attack, Force and Magic traits to a combat check by a character at another location.

Weapon 2
Spoiler:
Fire Kukri +1
Weapon 1

Traits
Knife
Melee
Slashing
Fire
Magic
Elite

Check
Strength
Melee
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4+1. 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:
Glacial Khopesh +1
Weapon 1

Traits
Sword
Melee
Slashing
Cold
Magic
Elite

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1. If proficient with weapons, you may additionally discard this card to add 2 and the Bludgeoning trait to your check for each die rolled.
Recharge this card to ignore a non-villain bane's power that happens after you act.

Weapon 4
Spoiler:
Staff of Dark Flame
Weapon 3

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
Arcane
Divine
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

Weapon 5
Spoiler:
Chakram
Weapon B

Traits
Knife
Ranged
Slashing
Elite

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.

Random Spells:
Spell 1
Spoiler:
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.

Spell 2
Spoiler:
Deathgrip
Spell 2

Traits
Magic
Arcane
Divine
Attack
Cold
Undead

Check
Intelligene
Arcane
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d8. Ignore any non-villain monster’s power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Spell 3
Spoiler:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Spell 4
Spoiler:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Caustic Fog
Spell 3

Traits
Magic
Divine
Acid

Check
Wisdom
Divine
11

Powers
Display this card. While displayed, you may be dealt 1 Combat damage to add 1d8 and the Acid trait to a combat check by a character at your location. You may play another spell on your check.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 13 check. If you succeed, recharge this card; if you fail, discard it.

Random Armors:
Armor 1
Spoiler:
Armor of the Sands
Armor B

Traits
Clothing
Magic
Arcane
Divine
Elite

Check
Constitution
Fortitude
6
OR
Arcane
Divine
8

Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

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:
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 4
Spoiler:
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.

Armor 5
Spoiler:
Portable Sarcophagus
Armor P

Traits
Light Armor
Construct

Check
Constitution
Fortitude
6

Powers
Display this card next to your location and shuffle your token card into your location deck to reduce all damage dealt to you to 0. When your token is returned to the location, banish this card.
If proficient with light armors, you may reacharge this card and a boon that has the Magic trait when you reset your hand.

Random Items:
Item 1
Spoiler:
Smoke Stick
Item 1

Traits
Tool
Alchemical

Check
Intelligence
Craft
8

Powers
Discard this card at the start of your turn to move any number of characters to your location.
Banish this card to add 1d8 to Stealth checks by characters at your location this turn.

Item 2
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 3
Spoiler:
Black Marsh Spider Venom
Item 2

Traits
Liquid
Poison

Check
Intelligence
Craft
8

Powers
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

Item 4
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 5
Spoiler:
Wing of Horus
Item B

Traits
Object
Magic
Horus
Trigger

Check
Dexterity
Knowledge
Divine
6

Powers
When you examine this card, you may reveal a blessing that has the Horus trait to acquire this card.
Recharge this card to add 1 die to your Dexterity non-combat check or your check against a bane that invokes the Electricity trait.
Recharge this card to add the Electricity trait to your check.

Random Allies:
Ally 1
Spoiler:
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.

Ally 2
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 3
Spoiler:
Ubashki
Ally B

Traits
Undead
Mummy

Check
Bury a card

Powers
Recharge this card to reduce damage dealt to you by 2.
Bury this card to shuffle a card that has the Trigger trait into its deck and ignore its "When you examine this card" power.
Discard this card to explore your location.

Ally 4
Spoiler:
Tarworks Master
Ally B

Traits
Dwarf

Check
Craft
Charisma
Diplomacy
10

Powers
Discard this card to add a die to your Craft check or check to acquire a boon. If your check invokes the Fire trait, recharge this card instead of discarding it.
Discard this card to explore your location.

Ally 5
Spoiler:
Commander Abdallah
Ally 3

Traits
Human
Fighter

Check
Combat
11

Powers
When you encounter this card, you may reveal a blessing that has the Abadar trait to acquire this card.
Bury this card to recharge any number of blessings that has the Abadar trait from your discard pile.
Discard this card to explore your location. Add 1d8 to any combat checks during this exploration.

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 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 3
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.

Blessing 4
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 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: 2 Skizza/Greenclaw

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: 28
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 3 Tup)
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 4 Adowyn)
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 3 (Turn 5 Grazzle)
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 4 (Turn 6 Athnul)
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 7 Skizza)
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 6 (Turn 8 Tup)
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 9 Adowyn)
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 8 (Turn 10 Grazzle)
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 11 Athnul)
Spoiler:
Blessing of the Elements
Blessing C

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 12 Skizza)
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 13 Tup)
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.

Blessings Deck Card 12 (Turn 14 Adowyn)
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.

Blessings Deck Card 13 (Turn 15 Grazzle)
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 16 Athnul)
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 17 Skizza)
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 16 (Turn 18 Tup)
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 17 (Turn 19 Adowyn)
Spoiler:
Blessing of Horus
Blessing C

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 18 (Turn 20 Grazzle)
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 21 Athnul)
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 20 (Turn 22 Skizza)
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 21 (Turn 23 Tup)
Spoiler:
Blessing of the Ancients
Blessing C

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 22 (Turn 24 Adowyn)
Spoiler:
The Exchange's Favor
Favor 3

Traits

Check

Powers
When this card is discarded from the blessings deck, choose a type of boon other than loot; summon and attempt to acquire a boon of that type from the box that has the scenario's adventure deck number.

While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

Blessings Deck Card 23 (Turn 25 Grazzle)
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 24 (Turn 26 Athnul)
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 25 (Turn 27 Skizza)
Spoiler:
Blessing of Wadjet
Blessing C

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 26 (Turn 28 Tup)
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 27 (Turn 29 Adowyn)
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 28 (Turn 30 Grazzle)
Spoiler:
Blessing of Abadar
Blessing C

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.

Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M:1 Ba:2 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:1 ?:0

Vault of Hidden Wisdom Card 1:
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.

Vault of Hidden Wisdom Card 2:
Staff of Uraeus
Weapon 3

Traits
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite

Check
Strength
Melee
Charisma
10

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.

Vault of Hidden Wisdom Card 3:
Detect Undead
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
5

Powers
During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Vault of Hidden Wisdom Card 4:
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.

Vault of Hidden Wisdom Card 5:
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.

Vault of Hidden Wisdom Card 6:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

Vault of Hidden Wisdom Card 7:
Elemental Mastery
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Vault of Hidden Wisdom Card 8:
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.

Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:2 Ba:3 W:2 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Adowyn

Vizier's Hill Card 1:
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.

Vizier's Hill Card 2:
Djinni Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

Vizier's Hill Card 3:
The Second Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Vizier's Hill Card 4:
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.

Vizier's Hill Card 5:
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.

Vizier's Hill Card 6:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Vizier's Hill Card 7:
Bonecrusher Hunter
Monster B

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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.

Vizier's Hill Card 8:
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.

Vizier's Hill Card 9:
Symbol of Fear
Barrier 3

Traits
Trap
Magic
Trigger
Curse

Check
None

Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Vizier's Hill Card 10:
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.

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M:3 Ba:2 W:0 Sp:0 Ar:1 I:2 Al:1 Bl:0 ?:1
Located here: Skizza

Warehouse Card 1:
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.

Warehouse Card 2:
Bonecrusher Hunter
Monster B

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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.

Warehouse Card 3:
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.

Warehouse Card 4:
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.

Warehouse Card 5:
Burglar's Bracers
Item B

Traits
Accessory
Tool

Check
Intelligence
Craft
Disable
6

Powers
Recharge this card to add 1d8 to your Craft or Disable check.

Warehouse Card 6:
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.

Warehouse Card 7:
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.

Warehouse Card 8:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Warehouse Card 9:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Warehouse Card 10:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Athnul

Mumia Lab Card 1:
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.

Mumia Lab Card 2:
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.

Mumia Lab Card 3:
Brain Ooze
Monster 2

Traits
Ooze
Electricity
Elite

Check
Combat
12

Powers
The Brain Ooze is immune to the Mental and Poison traits.
All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
If undefeated, discard a spell.

Mumia Lab Card 4:
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.

Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Grazzle

Precinct of Left Eyes Card 1:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Precinct of Left Eyes Card 2:
Hungry Fog
Barrier 3

Traits
Obstacle
Magic
Acid

Check
Wisdom
Perception
10

Powers
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

Precinct of Left Eyes Card 3:
Djinni Quarterstaff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

Precinct of Left Eyes Card 4:
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.

Precinct of Left Eyes Card 5:
Fireball Trap
Barrier 2

Traits
Trap
Magic
Fire
Elite

Check
Constitution
6
OR
Dexterity
Acrobatics
Disable
8

Powers
If undefeated, each character at your location is dealt 1d4 Fire damage.

Precinct of Left Eyes Card 6:
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.

Precinct of Left Eyes Card 7:
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.

Precinct of Left Eyes Card 8:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.

Precinct of Left Eyes Card 9:
Key of the Second Vault
Item C

Traits
Object
Magic
Abadar

Check
Disable
Perception
Arcane
Divine
10

Powers
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

Precinct of Left Eyes Card 10:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:2 Ba:1 W:0 Sp:3 Ar:0 I:0 Al:2 Bl:1 ?:1

Great Library of Tephu Card 1:
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.

Great Library of Tephu Card 2:
Minnothet
Ally 2

Traits
Human
Shopkeeper

Check
Fortitude
Charisma
Diplomacy
8

Powers
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.

Great Library of Tephu Card 3:
Memories of Violence
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Divine
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

Great Library of Tephu Card 4:
Blasphemous Priest
Monster C

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.

Great Library of Tephu Card 5:
Disable Mechanism
Spell 2

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Great Library of Tephu Card 6:
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.

Great Library of Tephu Card 7:
Rukh
Monster 3

Traits
Animal
Acid

Check
Combat
13
THEN
Combat
13

Powers
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Great Library of Tephu Card 8:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Great Library of Tephu Card 9:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Great Library of Tephu Card 10:
Pard
Ally C

Traits
Animal

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
10

Powers
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
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 that invokes the Human or Poison trait.
M:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:1
Located here: Tup

Smoking Den Card 1:
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.

Smoking Den Card 2:
Tautrak the Salt
Villain Monster 3

Traits
Trigger
Half-Orc
Rogue

Check
Combat
18

Powers
When you examine this card, you may bury the top 2 cards of your deck; if you do not, shuffle Tautrak and a number of barriers equal to the number of other open locations into a stack, then shuffle a card from the stack into each open location.

Before you act, a character act your location must summon and encounter the henchman Silver Chain Smugglers.

Smoking Den Card 3:
Meehr Zet
Ally B

Traits
Dwarf
Aristocrat
Hireling

Check
Charisma
Diplomacy
7

Powers
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

Smoking Den 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.

Smoking Den Card 5:
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.

Smoking Den Card 6:
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.

Smoking Den Card 7:
Hunga Munga
Weapon B

Traits
Axe
Ranged
Piercing
Elite

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

Smoking Den Card 8:
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.

Smoking Den Card 9:
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.

Smoking Den Card 10:
Nefti the Bard
Ally B

Traits
Human
Bard
Aspis

Check
Charisma
Diplomacy
8

Powers
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.


Character Deck Upgrade Prefs: Weapon 6 > Blessing 6/5 > Item 6 > Ally 6

"We searching for evidence now? Sure, I'll look for evidence...inside crates and boxes back at the warehouse. There's still a couple of rows of stuff I haven't had a loot through yet!"

Explore

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.

"A cape? Sure, why not? Probably make me look pretty dashing!" The rat tries it on for size...
Craft DC5: 1d10 + 2 ⇒ (9) + 2 = 11 Success!

"Sure, this is pretty nice, but maybe there's something even better?" Skizza discards the item and digs around in the box for something more his style. Beat check by 6 or more. Banish and look through Random Armors for first one with a higher AD#
"Ah-ha! What have we here?" Skizza's eyes light up as he digs out a suit for guys who like potions, bombs and blowing things up!

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.


Craft DC7: 1d10 + 2 ⇒ (8) + 2 = 10 Got it!

Obviously pleased with himself, Skizza stuffs the pockets with various bombs and other 'sploding stuff then parades up and down the aisle for a minute, testing it out. "Hey, don't look at me like that. I know I'm a handsome rat, but you're just being creepy!" Skizza catches the Quartermaster checking him out in his new threads and sends her off to check out another aisle.
Discard Quartermaster to explore again.

Bonecrusher Hunter :

Monster B
Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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.

She isn't gone long before Skizza hears the quartermaster's scream of surprise. "OK, OK! I'm coming! Don't get your pants in a twist...this better not get my new suit dirty or torn!" He scurries across to find a gnoll about to crush his persistent admirer. BANG!
Bury (discard) Pistol +1
Combat (Ranged) DC12: 1d10 + 4 + 1d6 + 1 + 1d10 ⇒ (2) + 4 + (3) + 1 + (9) = 19 Got him!

Skizza's flight pet parrot 'Mac' still hasn't got used to all the noise associated with hanging out with the gunslinger. He gets spooked yet again and flies across to the top of the next row of shelves.
Discard Parrot to explore again.

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.

Ok, what on earth is a Sedja??
Skizza finds the parrot talking to...something. "OK, I don't even know what you are. I'm er, sure you're pretty cool to hang out with but I've got enough friends at the moment. Hey! That's just a bit rude!" The creature doesn't take kindly to being rejected and lashes out to slap Skizza who manages to get his buckler up just in time.
Auto Fail! Recharge Buckler Gun to reduce Combat Damage to 0.
End Turn. Reset Hand.
Examine top card of location deck for Scenario Power: Coffer Corpse!

Skizza wrote:

Hand: Mr. Pricker, Alchemist's Fire, Blessing of Alkenstar 1, Alchemist's Suit, Masterwork Tools, Blessing of Alkenstar 2,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Use Blessings as needed. Alkenstar adds 1d4, 1d6, 1d8, 1d10, or 1d12 to check
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Ranged: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2

Favored Card: Item or Weapon
Hand Size: 5 [X]6
Proficient with: Light Armors, Weapons
Powers:
When you play a card that has the Alchemical or Firearm trait, if you would recharge it or shuffle it into your deck, you may put it on top of your deck instead. ([X] If you would bury or banish it, you may discard it instead.)
When you would fail a combat check, you may add 1d6 ([ ] 1d8) and the Fire trait to the check; if you do, after the check, you are dealt 1d4 Fire damage. ([ ] If you still fail the check and its against a monster that is not immune to the Mental trait, you may evade it.)


During This Adventure: The scourge die is 1d6+1.
When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

During This Scenario: At the end of your turn, examine the top card of your location deck; if it is a boon, you may banish it.
When you defeat the henchman Evidence, you may immediately attempt to close your location.
When you would close a location, if the number of Evidence henchmen displayed next to the scenario is not equal to the number of characters, instead search the location deck and banish any number of boons from it.

Evidence: 2

Random Monsters:
Monster 1
Spoiler:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Monster 2
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 3
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 4
Spoiler:
Enchanter
Monster C

Traits
Human
Sorcerer
Veteran

Check
Combat
8

Powers
The difficulty of checks to defeat the Enchanter is increased by the scenario's adventure deck number.
Before you act, the Enchanter deals 1 Force damage to you.
After you act, the Enchanter deals 1 Fire damage to you.

Monster 5
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.

Random Barriers:
Barrier 1
Spoiler:
Corridor Dart Trap
Barrier B

Traits
Trap
Construct
Veteran

Check
Dexterity
Disable
Stealth
Perception
6

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.

Barrier 2
Spoiler:
The Evil Eye
Barrier C

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.

Barrier 3
Spoiler:
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.

Barrier 4
Spoiler:
Lightning Storm
Barrier B

Traits
Obstacle
Weather
Electricity

Check
None

Powers
Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.

Barrier 5
Spoiler:
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.

Random Weapons:
Weapon 1
Spoiler:
Dagger of Doubling
Weapon 3

Traits
Knife
Ranged
Piercing
Magic

Check
Dexterity
Ranged
10

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 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.

Weapon 2
Spoiler:
Shotel
Weapon B

Traits
Scythe
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

Weapon 3
Spoiler:
Staff of Focus
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
Arcane
Divine
6

Powers
For your combat check, reveal this card to use your Strength + 1d6+1.
Discard this card, or reveal this card and discard a spell, to automatically succeed at your Arcane or Divine recharge check.

Weapon 4
Spoiler:
Shocking Scimitar +2
Weapon 3

Traits
Sword
Melee
Slashing
Finesse
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6 +2. If proficient with weapons, you may additionally discard this card to add another 1d6+1 and the Electricity trait.
If proficient with weapons, discard this card to ignore a non-villain monster’s power that happens before you act.

Weapon 5
Spoiler:
Staff of Dark Flame
Weapon 3

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
Arcane
Divine
12

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6 and the Fire trait.
Reveal this card and discard a spell to reduce the difficulty of a combat check by 1d6+1.

Random Spells:
Spell 1
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 2
Spoiler:
Stoneskin
Spell 1

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
7

Powers
Display this card next to a character. While displayed, reduce all damage dealt to that character by 4. At the end of your turn, discard this card.
At the end of the turn, if you do not have either Arcane or Divine skill, banish this card; otherwise, attempt an Arcane or Divine 9 check. If you succeed, recharge this card; if you fail, discard it.

Spell 3
Spoiler:
Good Omen
Spell B

Traits
Magic
Arcane
Divine
Mental
Veteran

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card to add 1 plus the scenario's adventure deck number to any check to acquire or any check to close a location.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Lightning Bolt
Spell 2

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
8

Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Spell 5
Spoiler:
Detonate
Spell 3

Traits
Magic
Arcane
Attack

Check
Intelligence
Arcane
10

Powers
For your combat check, you may discard this card to use your Arcane skill + 4d6 and add the Acid, Cold, Electricity, Fire, or Poison trait. You are dealt the highest number you rolled on a d6 rolled as damage of the same type.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 12 check to recharge this card instead of discarding it.

Random Armors:
Armor 1
Spoiler:
Canopic Wrap
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
Knowledge
Wisdom
8

Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.

Armor 2
Spoiler:
Armor of the Sands
Armor B

Traits
Clothing
Magic
Arcane
Divine
Elite

Check
Constitution
Fortitude
6
OR
Arcane
Divine
8

Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.

Armor 3
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 4
Spoiler:
Alchemist's Shield
Armor 2

Traits
Shield Offhand

Check
Constitution
Fortitude
Craft
6

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 Combat damage dealt to you by 2, or to 0 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

Armor 5
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.

Random Items:
Item 1
Spoiler:
Black Marsh Spider Venom
Item 2

Traits
Liquid
Poison

Check
Intelligence
Craft
8

Powers
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

Item 2
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 3
Spoiler:
Deliquescent Gloves
Item 3

Traits
Accessory
Alchemical
Acid

Check
Dexterity
Intelligence
Craft
8

Powers
Reveal this card to add the Acid trait to your Melee check. You may play another item on this check.
Recharge this card to add 1d8 to your check that invokes the Acid trait. You may play another item on this check.

Item 4
Spoiler:
Canteen
Item B

Traits
Object
Alchemical

Check
Intelligence
Craft
6

Powers
Display this card. While displayed, when you would banish an item that has the Liquid trait for its power, you may put it faceup on this card instead. You may bury this card to add all the items on this card to your hand.

Item 5
Spoiler:
Ring of the Godless
Item B

Traits
Accessory
Magic

Check
Wisdom
5

Powers
During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.

Random Allies:
Ally 1
Spoiler:
Falto
Ally C

Traits
Human
Rogue
Hireling

Check
Charisma
Diplomacy
10

Powers
If you fail the check to acquire Falto, move to a random location. Then examine the top card of your location. 
Recharge this card to add a die to any Diplomacy check or check to acquire an item at your location.
Discard this card to explore your location.

Ally 2
Spoiler:
Terhk Fourwinds
Ally C

Traits
Half-Orc
Fighter

Check
Charisma
Diplomacy
7

Powers
Recharge this card to recharge a weapon or armor that has the Basic trait from your discard pile.
At the end of your turn, recharge this card to move to another location.
Discard this card to explore your location.

Ally 3
Spoiler:
Cleric of Nethys
Ally 2

Traits
Human
Cleric

Check
Charisma
Diplomacy
Divine
Knowledge
9

Powers
After you roll a check, recharge this card to add or subtract 2 from the check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.

Ally 4
Spoiler:
Kafar
Ally B

Traits
Human
Rogue
Aspis
Trigger

Check
Wisdom
Charisma
Diplomacy
9

Powers
When you examine this card, attempt a Charisma or Diplomacy 4 check to acquire this card. If you fail the check to acquire this card, banish a boon that does not have the Basic trait.
Discard this card to explore your location. Add 1d4 to your Charisma checks and checks to acquire boons during this exploration.

Ally 5
Spoiler:
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.

Random Blessings:
Blessing 1
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 2
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.

Blessing 3
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.

Blessing 4
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.

Blessing 5
Spoiler:
Blessing of Nethys
Blessing C

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.

Turn: 3 Tup/Batpony

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: 27
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 4 Adowyn)
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 5 Grazzle)
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 6 Athnul)
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 7 Skizza)
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 5 (Turn 8 Tup)
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 9 Adowyn)
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 10 Grazzle)
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 11 Athnul)
Spoiler:
Blessing of the Elements
Blessing C

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 12 Skizza)
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 13 Tup)
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.

Blessings Deck Card 11 (Turn 14 Adowyn)
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.

Blessings Deck Card 12 (Turn 15 Grazzle)
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 13 (Turn 16 Athnul)
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 17 Skizza)
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 15 (Turn 18 Tup)
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 16 (Turn 19 Adowyn)
Spoiler:
Blessing of Horus
Blessing C

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 17 (Turn 20 Grazzle)
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 21 Athnul)
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 19 (Turn 22 Skizza)
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 20 (Turn 23 Tup)
Spoiler:
Blessing of the Ancients
Blessing C

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 24 Adowyn)
Spoiler:
The Exchange's Favor
Favor 3

Traits

Check

Powers
When this card is discarded from the blessings deck, choose a type of boon other than loot; summon and attempt to acquire a boon of that type from the box that has the scenario's adventure deck number.

While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

Blessings Deck Card 22 (Turn 25 Grazzle)
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 23 (Turn 26 Athnul)
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 24 (Turn 27 Skizza)
Spoiler:
Blessing of Wadjet
Blessing C

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 25 (Turn 28 Tup)
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 26 (Turn 29 Adowyn)
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 27 (Turn 30 Grazzle)
Spoiler:
Blessing of Abadar
Blessing C

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.

Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M:1 Ba:2 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:1 ?:0

Vault of Hidden Wisdom Card 1:
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.

Vault of Hidden Wisdom Card 2:
Staff of Uraeus
Weapon 3

Traits
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite

Check
Strength
Melee
Charisma
10

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.

Vault of Hidden Wisdom Card 3:
Detect Undead
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
5

Powers
During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Vault of Hidden Wisdom Card 4:
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.

Vault of Hidden Wisdom Card 5:
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.

Vault of Hidden Wisdom Card 6:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

Vault of Hidden Wisdom Card 7:
Elemental Mastery
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Vault of Hidden Wisdom Card 8:
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.

Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:2 Ba:3 W:2 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Adowyn

Vizier's Hill Card 1:
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.

Vizier's Hill Card 2:
Djinni Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

Vizier's Hill Card 3:
The Second Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Vizier's Hill Card 4:
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.

Vizier's Hill Card 5:
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.

Vizier's Hill Card 6:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Vizier's Hill Card 7:
Bonecrusher Hunter
Monster B

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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.

Vizier's Hill Card 8:
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.

Vizier's Hill Card 9:
Symbol of Fear
Barrier 3

Traits
Trap
Magic
Trigger
Curse

Check
None

Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Vizier's Hill Card 10:
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.

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
Located here: Skizza

Warehouse Card 1 - Coffer Corpse:
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.

Warehouse Card 2:
Burglar's Bracers
Item B

Traits
Accessory
Tool

Check
Intelligence
Craft
Disable
6

Powers
Recharge this card to add 1d8 to your Craft or Disable check.

Warehouse 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.

Warehouse Card 4:
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.

Warehouse Card 5:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Warehouse Card 6:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Warehouse Card 7:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Athnul

Mumia Lab Card 1:
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.

Mumia Lab Card 2:
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.

Mumia Lab Card 3:
Brain Ooze
Monster 2

Traits
Ooze
Electricity
Elite

Check
Combat
12

Powers
The Brain Ooze is immune to the Mental and Poison traits.
All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
If undefeated, discard a spell.

Mumia Lab Card 4:
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.

Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Grazzle

Precinct of Left Eyes Card 1:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Precinct of Left Eyes Card 2:
Hungry Fog
Barrier 3

Traits
Obstacle
Magic
Acid

Check
Wisdom
Perception
10

Powers
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

Precinct of Left Eyes Card 3:
Djinni Quarterstaff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

Precinct of Left Eyes Card 4:
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.

Precinct of Left Eyes Card 5:
Fireball Trap
Barrier 2

Traits
Trap
Magic
Fire
Elite

Check
Constitution
6
OR
Dexterity
Acrobatics
Disable
8

Powers
If undefeated, each character at your location is dealt 1d4 Fire damage.

Precinct of Left Eyes Card 6:
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.

Precinct of Left Eyes Card 7:
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.

Precinct of Left Eyes Card 8:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.

Precinct of Left Eyes Card 9:
Key of the Second Vault
Item C

Traits
Object
Magic
Abadar

Check
Disable
Perception
Arcane
Divine
10

Powers
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

Precinct of Left Eyes Card 10:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:2 Ba:1 W:0 Sp:3 Ar:0 I:0 Al:2 Bl:1 ?:1

Great Library of Tephu Card 1:
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.

Great Library of Tephu Card 2:
Minnothet
Ally 2

Traits
Human
Shopkeeper

Check
Fortitude
Charisma
Diplomacy
8

Powers
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.

Great Library of Tephu Card 3:
Memories of Violence
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Divine
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

Great Library of Tephu Card 4:
Blasphemous Priest
Monster C

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.

Great Library of Tephu Card 5:
Disable Mechanism
Spell 2

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Great Library of Tephu Card 6:
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.

Great Library of Tephu Card 7:
Rukh
Monster 3

Traits
Animal
Acid

Check
Combat
13
THEN
Combat
13

Powers
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Great Library of Tephu Card 8:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Great Library of Tephu Card 9:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Great Library of Tephu Card 10:
Pard
Ally C

Traits
Animal

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
10

Powers
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
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 that invokes the Human or Poison trait.
M:1 Ba:2 W:2 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:1
Located here: Tup

Smoking Den Card 1:
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.

Smoking Den Card 2:
Tautrak the Salt
Villain Monster 3

Traits
Trigger
Half-Orc
Rogue

Check
Combat
18

Powers
When you examine this card, you may bury the top 2 cards of your deck; if you do not, shuffle Tautrak and a number of barriers equal to the number of other open locations into a stack, then shuffle a card from the stack into each open location.

Before you act, a character act your location must summon and encounter the henchman Silver Chain Smugglers.

Smoking Den Card 3:
Meehr Zet
Ally B

Traits
Dwarf
Aristocrat
Hireling

Check
Charisma
Diplomacy
7

Powers
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

Smoking Den 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.

Smoking Den Card 5:
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.

Smoking Den Card 6:
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.

Smoking Den Card 7:
Hunga Munga
Weapon B

Traits
Axe
Ranged
Piercing
Elite

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.

Smoking Den Card 8:
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.

Smoking Den Card 9:
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.

Smoking Den Card 10:
Nefti the Bard
Ally B

Traits
Human
Bard
Aspis

Check
Charisma
Diplomacy
8

Powers
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile.
Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item.
During a character at your location's explore step, discard this card to allow her to explore her location.

Dark Archive

Sorry for the hold up! Offshore discard BoGobs2

Explore 1: Find Traps. Auto Fail
Discard Blessing of the Gobs 1 to Explore 2: Tautrak the Salt!

Not feeling his very best, Tup heads down a familiar path, into the smoking den, where the heat warms him into comfort. Unbeknownst to Tup, the villain Tautrak the Salt is causing a ruckus inside the den! Tup intervenes and decides to bring the house down through use of arcane fire!

Silver Chain Smugglers BYA
SLA(Hide from Animals) DC12: 1d12 + 3 + 1d8 + 1 ⇒ (6) + 3 + (8) + 1 = 18

Draw Mummify self.

SLA(Mummify self, Recharge BotGobs3 DC18: 2d12 + 3 + 1d8 + 1 ⇒ (3, 3) + 3 + (8) + 1 = 18

Draw Stoneskin.

Tup will offer to cast Rain of Frogs at anyone's location. +d6 & poison trait to all combat during your turn, but take 1 poison damage at the end of your turn. For now I'll assume it's not casted unless someone say they want it.

Location closed via Villian, end turn!

Tup (Not a Goblin) wrote:

Hand: Blessing of Lamashtu 1, Hand of Honest Man, Potion of Fortitude, Drum of Haste, Stoneskin, Rain of Frogs,

Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: If at my location, I'll recharge a spell to give you +4 to your check (but take d4 fire dmg). Use BoLamashtu for Villian Villian/Henchman
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ] +1 [ ] +2 [ ] +3
Acrobatics: Dexterity +2
Constitution d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Intelligence d6 [ ] +1 [ ] +2 [ ] +3
Wisdom d4
Charisma d12 [X] +1 [X] +2 [X] +3 [ ] +4
Arcane: Charisma +1
Diplomacy: Charisma +2

Favored Card: Spell
Hand Size 6 []7
Proficient with: None
Powers:
For you combat check, you may banish a card to use your arcane skill +1d8 ( [X] +1) and add the Attack, Fire, and, Magic trait. This counts as playing a spell
[X] When you banish a spell from your hand not for it's power, draw a spell from the box
When another character at your character attempts a check, you may recharge a card to add 4 and the FireTrait. Each character at your location other than you is dealt 1d4 ( [ ]-1) Fire damage


Female Human Intrigue Monk of the Ki Fist, Tier 6, Deck Handler

Athnul sees more creepy crawly hands coming towards her. "Let's play some thumb wrestling. Or do you prefer Rock, Paper Scissors?"

Reveal amulet, recharge botg for a firey bludgeony punch attach.

Combat 13: 1d6 + 2 + 1d8 + 1d10 + 2 ⇒ (1) + 2 + (7) + (9) + 2 = 21 Defeated! Mumia Lab Temp Closed! No bad stuff!

Athnul blast punches the hands to ashes.


Temp close Precinct of Left Eyes
Charisma 6: 1d8 + 2 ⇒ (2) + 2 = 4 Recharge Cleric of Nethys to add 2 Success.
Wisdom 6: 1d10 + 1 ⇒ (10) + 1 = 11 Success, Precinct temp closed.

Grazzle wrote:

Skills and Powers:
Skills

STRENGTH d6
DEXTERITY d6
CONSTITUTION d8
INTELLIGENCE d4
WISDOM d10 +1
Craft +1
Survival +2
CHARISMA d8 +2
Divine +3

Powers
HAND SIZE 6 ☐7
PROFICIENT WITH Light Armors
You automatically succed at your check to recharge a spell (☐ and you may shuffle it into your deck instead).
At the start of your turn, you may discard any number of cards from the top of your deck. Each other character may shuffle random cards from his discard pile into his deck; the total number of cards shuffled must not exceed (☑ 1 plus) twice the number of cards you discarded.
☑Add 2 to your check that invokes the Attack trait.

Hand: Cure, Holy Light, Life Drain, Neferekhu, Restorative Touch
Displayed: 0
Deck: 13 Discard: 0 Buried: 2
Notes: Shirt reroll not used in 4-3B.


Feeling suddenly woozy, Adowyn struggles against unknown forces to try to understand her malaise of confusion.

Discard Arboreal Armor as damage
Perception 6 to temporarily close Vizier's Hill: 1d8 + 3 ⇒ (4) + 3 = 7

Vizier's Hill temporarily closed


During This Adventure: The scourge die is 1d6+1.
When creating the blessings deck, replace 1 blessing with the favor The Exchange’s Favor.
If the result of your check to acquire a boon from a location deck exceeds the difficulty by 6 or more, you may banish that boon to summon and encounter a random boon of the same type that has a higher adventure deck number.

During This Scenario: At the end of your turn, examine the top card of your location deck; if it is a boon, you may banish it.
When you defeat the henchman Evidence, you may immediately attempt to close your location.
When you would close a location, if the number of Evidence henchmen displayed next to the scenario is not equal to the number of characters, instead search the location deck and banish any number of boons from it.

Evidence: 2

Random Monsters:
Monster 1
Spoiler:
Scarab Swarm
Monster B

Traits
Vermin
Swarm
Poison
Trigger
Veteran

Check
Combat
6

Powers
When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
All checks against the Scarab Swarm are increased by twice the scenario's adventure deck number.
If you do not defeat the Scarab Swarm by at least 4 and your check to defeat did not have the Fire trait, shuffle it into the deck it came from; the Scarab Swarm still counts as defeated.

Monster 2
Spoiler:
Plague Zombie
Monster 1

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Monster 3
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 4
Spoiler:
Caryatid Column
Monster 1

Traits
Construct
Elite

Check
Combat
10

Powers
The Caryatid Column is immune to the Attack, Mental, and Poison traits.
If your check to defeat does not have the Bludgeoning trait, the difficulty is increased by 2.

Monster 5
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.

Random Barriers:
Barrier 1
Spoiler:
Echoes of Confusion
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Stealth
Perception
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.

Barrier 2
Spoiler:
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.

Barrier 3
Spoiler:
Grave Goods
Barrier 3

Traits
Cache
Curse
Trigger

Check
Disable
10
OR
Dexterity
Craft
12

Powers
When you examine this card, discard a blessing.
If defeated, choose a type of non-loot boon and draw a random card of that type from the box.
If undefeated, draw the scourge Curse of Fevered Dreams from the box.

Barrier 4
Spoiler:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Barrier 5
Spoiler:
Shrieking Plant
Barrier 1

Traits
Obstacle
Plant
Trigger
Elite

Check
Wisdom
Stealth
Perception
Survival
8

Powers
When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the next 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.

Random Weapons:
Weapon 1
Spoiler:
Javelin of Lightning
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
10

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 2d6+1; you may additionally banish this card to add another 4d6+2 and the Electricity trait.
After playing this card, you may succeed at an Arcane or Divine 14 check to recharge this card instead of banishing or burying it.

Weapon 2
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 3
Spoiler:
Shotel
Weapon B

Traits
Scythe
Melee
Slashing
Finesse
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.

Weapon 4
Spoiler:
Shock Glaive +1
Weapon 1

Traits
Polearm
Melee
Slashing
2-Handed
Magic

Check
Strength
Melee
11

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add 1d8 and the Electricity trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you would fail the check, you may discard this card to reroll the dice; take the new result.

Weapon 5
Spoiler:
Flaming Spear +1
Weapon 2

Traits
Spear
Ranged
Piercing
Magic
Elite

Check
Dexterity
Ranged
9

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.

Random Spells:
Spell 1
Spoiler:
Elemental Mastery
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Spell 2
Spoiler:
Flames of the Faithful
Spell 1

Traits
Magic
Divine
Fire
Veteran

Check
Wisdom
Divine
5

Powers
Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 7 check. If you succeed, recharge this card; if you fail, discard it.

Spell 3
Spoiler:
Acid Splash
Spell B

Traits
Magic
Arcane
Acid
Attack

Check
Intelligence
Arcane
4

Powers
For your combat or disable check, discard this card to use your Arcane skill + 1d6.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 6 check to recharge this card instead of discarding it.

Spell 4
Spoiler:
Commune
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
12

Powers
Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.

Spell 5
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.

Random Armors:
Armor 1
Spoiler:
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.

Armor 2
Spoiler:
Burglar's Buckler
Armor 1

Traits
Shield

Check
Constitution
Fortitude
Disable
6

Powers
Reveal this card to add 1 die to your Disable check or reduce Combat damage dealt to you by 2. You may play another armor on this check.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor on this check.

Armor 3
Spoiler:
Reed Snake Armor
Armor 3

Traits
Light Armor
Magic

Check
Constitution
Fortitude
10

Powers
Reveal this card to reduce Acid, Cold, Electricity, or Fire 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.

Armor 4
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.

Armor 5
Spoiler:
Canopic Wrap
Armor 2

Traits
Clothing
Light Armor
Magic

Check
Constitution
Fortitude
Knowledge
Wisdom
8

Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.

Random Items:
Item 1
Spoiler:
Potion of Healing
Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Item 2
Spoiler:
Effigy of Anubis
Item 3

Traits
Object
Magic
Anubis
Trigger

Check
Intelligence
10
OR
Charisma
Diplomacy
8

Powers
When you examine this card, you may reveal a blessing that has the Anubis trait to acquire this card.
When a character at your location defeats a monster that has the Undead trait, recharge this card to draw a card from your discard pile or bury this card to shuffle 1d4+1 cards from your discard pile into your deck.

Item 3
Spoiler:
Embalming Fluid
Item 1

Traits
Liquid
Cold
Poison
Alchemical

Check
Intelligence
Craft
Knowledge
7

Powers
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Reveal this card to add 2 and the Poison trait to your combat check; if it is against a bane that has the Undead trait, ignore its immunities. Then succeed at a Craft or Disable 7 check or bury the top card of your deck.

Item 4
Spoiler:
Black Marsh Spider Venom
Item 2

Traits
Liquid
Poison

Check
Intelligence
Craft
8

Powers
Reveal this card to add 3 and the Poison trait to your combat check with a weapon. Succeed at a Craft or Disable 8 check or bury the top card of your deck.

Item 5
Spoiler:
Twitch Tonic
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
6

Powers
Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw all the allies in your discard pile. Then you may shuffle any number of ally cards into your deck.

Random Allies:
Ally 1
Spoiler:
Meehr Zet
Ally B

Traits
Dwarf
Aristocrat
Hireling

Check
Charisma
Diplomacy
7

Powers
Bury this card to return any number of allies that do not have the Animal trait from your discard pile to your hand.
Discard this card to explore your location. You may add 1d8 to your Diplomacy checks during this exploration.

Ally 2
Spoiler:
Stained Glass Elemental
Ally B

Traits
Elemental
Electricity
Veteran

Check
Charisma
Survival
Arcane
9

Powers
Reveal this card to add 1d8 and the Electricity trait to your combat check. If your roll exceeds the difficulty of the check to defeat by 3 or more, discard this card and the top card of the blessings deck.
Recharge this card to add or subtract 1 plus the adventure deck number from the result of your check.

Ally 3
Spoiler:
Reed Moccasin
Ally 3

Traits
Animal
Elemental
Acid
Poison

Check
Wisdom
Survival
10

Powers
Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.

Ally 4
Spoiler:
Aunty
Ally C

Traits
Human
Cleric

Check
Divine
Charisma
Diplomacy
8

Powers
Recharge this card to add your Wisdom skill to your check that invokes the Cold or Undead trait.
Discard this card to examine the top 3 cards of your location. Then you may explore your location.

Ally 5
Spoiler:
Basif Iosep
Ally 2

Traits
Half-Elf
Shopkeeper

Check
Charisma
Diplomacy
6

Powers
At the start of your turn, recharge this card to draw 2 cards.
Discard this card to explore your location.

Random Blessings:
Blessing 1
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.

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 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.

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 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: 4 Adowyn/chthncthul

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: 26
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 5 Grazzle)
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 6 Athnul)
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 7 Skizza)
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 4 (Turn 8 Tup)
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 9 Adowyn)
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 10 Grazzle)
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 11 Athnul)
Spoiler:
Blessing of the Elements
Blessing C

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 8 (Turn 12 Skizza)
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 13 Tup)
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.

Blessings Deck Card 10 (Turn 14 Adowyn)
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.

Blessings Deck Card 11 (Turn 15 Grazzle)
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 12 (Turn 16 Athnul)
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 13 (Turn 17 Skizza)
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 14 (Turn 18 Tup)
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 19 Adowyn)
Spoiler:
Blessing of Horus
Blessing C

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 16 (Turn 20 Grazzle)
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 21 Athnul)
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 18 (Turn 22 Skizza)
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 19 (Turn 23 Tup)
Spoiler:
Blessing of the Ancients
Blessing C

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 24 Adowyn)
Spoiler:
The Exchange's Favor
Favor 3

Traits

Check

Powers
When this card is discarded from the blessings deck, choose a type of boon other than loot; summon and attempt to acquire a boon of that type from the box that has the scenario's adventure deck number.

While this card is on top of the blessings discard pile, after the roll, you may bury a boon to add 1d12 to your check to acquire.

Blessings Deck Card 21 (Turn 25 Grazzle)
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 22 (Turn 26 Athnul)
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 23 (Turn 27 Skizza)
Spoiler:
Blessing of Wadjet
Blessing C

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 24 (Turn 28 Tup)
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 25 (Turn 29 Adowyn)
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 26 (Turn 30 Grazzle)
Spoiler:
Blessing of Abadar
Blessing C

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.

Vault of Hidden Wisdom
At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
When Closing: Summon and defeat a random barrier.
When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
M:1 Ba:2 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:2

Vault of Hidden Wisdom Card 1:
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.

Vault of Hidden Wisdom Card 2:
Staff of Uraeus
Weapon 3

Traits
Staff
Melee
Bludgeoning
2-Handed
Poison
Magic
Elite

Check
Strength
Melee
Charisma
10

Powers
For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2. You may use the result on any additional combat checks against the same bane.
Reveal this card and discard a spell to evade a monster or add 1d8 to your Diplomacy check.

Vault of Hidden Wisdom 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.

Vault of Hidden Wisdom Card 4:
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.

Vault of Hidden Wisdom Card 5:
Detect Undead
Spell 1

Traits
Magic
Divine

Check
Wisdom
Divine
5

Powers
During your turn, discard this card to examine the top card of your location deck. If the card has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.

Vault of Hidden Wisdom Card 6:
Blessing of Khepri
Blessing P

Traits
Divine
Healing
Khepri

Check
Craft
7
OR
Divine
5

Powers
On your check, after the roll, discard this card to count every 1 rolled on this check as 6.
When you woud die, banish this card to instead shuffle 1d4+1 cards from you discard pile into your deck.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Acid, Cold, Electricity, Fire, or Poison triat, reset your hand.

Vault of Hidden Wisdom Card 7:
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.

Vault of Hidden Wisdom Card 8:
Baited Jewel Box
Barrier B

Traits
Cache
Lock
Poison
Trigger
Veteran

Check
Disable
6
OR
Craft
8

Powers
When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.

Vault of Hidden Wisdom Card 9:
Elemental Mastery
Spell 3

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
11

Powers
Discard to add 1d10 to a check by a character at your location to defeat a monster that invokes the Acid, Cold, Electricity, Elemental, Fire, or Poison trait.
Discard this card to add 3 dice to a check that invokes the Acid, Cold, Electricity, Fire, or Poison trait by a character at your location to acquire an ally.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Vizier's Hill
At This Location: If you fail a check to defeat a barrier, shuffle a random barrier from the box into this location.
When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
When Permanently Closed: No effect.
M:2 Ba:3 W:2 Sp:1 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Adowyn

Vizier's Hill Card 1:
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.

Vizier's Hill Card 2:
Djinni Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

Vizier's Hill Card 3:
The Second Law
Barrier 1

Traits
Curse
Law
Elite
Trigger

Check
None

Powers
When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.

Vizier's Hill Card 4:
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.

Vizier's Hill Card 5:
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.

Vizier's Hill Card 6:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Vizier's Hill Card 7:
Bonecrusher Hunter
Monster B

Traits
Bonecrusher
Trigger
Veteran

Check
Combat
9

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.

Vizier's Hill Card 8:
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.

Vizier's Hill Card 9:
Symbol of Fear
Barrier 3

Traits
Trap
Magic
Trigger
Curse

Check
None

Powers
When you examine this card, succeed at a Dexterity or Disable 12 or Perception 8 check to evade this barrier, otherwise encounter it.
Display this card next to your deck; it is defeated. At the start of your turn, recharge your hand and draw a number of cards equal to 1 fewer than the number of cards you recharged. At the end of your turn, you may succeed at a Constitution or Fortitude 8 check to banish this card.

Vizier's Hill Card 10:
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.

Warehouse
At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
When Permanently Closed: On closing, summon and acquire a weapon, armor, or item from the box.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1
Located here: Skizza

Warehouse Card 1 - Coffer Corpse:
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.

Warehouse Card 2:
Burglar's Bracers
Item B

Traits
Accessory
Tool

Check
Intelligence
Craft
Disable
6

Powers
Recharge this card to add 1d8 to your Craft or Disable check.

Warehouse 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.

Warehouse Card 4:
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.

Warehouse Card 5:
Desert Trapper
Monster B

Traits
Human
Veteran

Check
Combat
7

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.

Warehouse Card 6:
Toxic Geyser
Barrier B

Traits
Trap
Acid
Fire
Poison
Veteran

Check
Dexterity
Acrobatics
Wisdom
Survival
5

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
1-2. You are dealt 2 Fire damage.
3-4. You are dealt 2 Acid damage; discard a weapon or armor.
5-6. You are dealt 2 Poison damage.

Warehouse Card 7:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Mumia Lab
At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
When Closing: Summon and defeat the henchman Crawling Hands.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:2 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Located here: Athnul

Mumia Lab Card 1:
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.

Mumia Lab Card 2:
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.

Mumia Lab Card 3:
Brain Ooze
Monster 2

Traits
Ooze
Electricity
Elite

Check
Combat
12

Powers
The Brain Ooze is immune to the Mental and Poison traits.
All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
If undefeated, discard a spell.

Mumia Lab Card 4:
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.

Precinct of Left Eyes
At This Location: Recharge an ally, or you may not move.
When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
When Permanently Closed: On closing, you may draw an item from your discard pile.
M:2 Ba:2 W:2 Sp:0 Ar:0 I:1 Al:1 Bl:1 ?:1
Located here: Grazzle

Precinct of Left Eyes Card 1:
Bonecrusher Wizard
Monster B

Traits
Bonecrusher
Wizard
Trigger
Elite

Check
Combat
9

Powers
When you examine this card, encounter it; its difficulty to defeat is increased by 3.
Before you act, the Bonecrusher Wizard deals 1 Cold damage to you.
After you act, the Bonecrusher Wizard deals 1 Poison damage to you.

Precinct of Left Eyes Card 2:
Hungry Fog
Barrier 3

Traits
Obstacle
Magic
Acid

Check
Wisdom
Perception
10

Powers
The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.

Precinct of Left Eyes Card 3:
Djinni Quarterstaff
Weapon C

Traits
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite

Check
Strength
Melee
6
OR
Arcane
Divine
8

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.

Precinct of Left Eyes Card 4:
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.

Precinct of Left Eyes Card 5:
Fireball Trap
Barrier 2

Traits
Trap
Magic
Fire
Elite

Check
Constitution
6
OR
Dexterity
Acrobatics
Disable
8

Powers
If undefeated, each character at your location is dealt 1d4 Fire damage.

Precinct of Left Eyes Card 6:
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.

Precinct of Left Eyes Card 7:
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.

Precinct of Left Eyes Card 8:
Crystal Stalker
Monster 1

Traits
Trigger
Elemental
Outsider
Elite

Check
Combat
9

Powers
When you examine this card, you may discard a card that has the Bludgeoning trait and banish this card; otherwise, encounter it.
If the check to defeat has the Acid trait, add 3.

Precinct of Left Eyes Card 9:
Key of the Second Vault
Item C

Traits
Object
Magic
Abadar

Check
Disable
Perception
Arcane
Divine
10

Powers
Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.

Precinct of Left Eyes Card 10:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Great Library of Tephu
At This Location: If you fail to acquire a boon, shuffle it into this location deck.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: On closing, draw a spell from the box.
M:2 Ba:1 W:0 Sp:3 Ar:0 I:0 Al:2 Bl:0 ?:3

Great Library of Tephu Card 1:
Minnothet
Ally 2

Traits
Human
Shopkeeper

Check
Fortitude
Charisma
Diplomacy
8

Powers
Recharge this card to recharge a random armor or item from your discard pile.
Discard this card to explore your location. Add 2 dice to checks to acquire armor during this exploration.

Great Library of Tephu Card 2:
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.

Great Library of Tephu Card 3:
Fiery Glare
Spell B

Traits
Magic
Arcane
Divine
Attack
Fire
Elite

Check
Intelligence
Arcane
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.

Great Library of Tephu Card 4:
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.

Great Library of Tephu Card 5:
Pard
Ally C

Traits
Animal

Check
Wisdom
Survival
7
OR
Charisma
Diplomacy
10

Powers
Recharge this card to add your Charisma skill to your combat check.
Recharge this card to add 1d4 to a combat check at another location.
Discard this card to examine the top card of another location; if it is a non-henchman, non-villain monster you may place it on top or bottom of the location deck.

Great Library of Tephu Card 6:
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.

Great Library of Tephu Card 7:
Rukh
Monster 3

Traits
Animal
Acid

Check
Combat
13
THEN
Combat
13

Powers
If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.

Great Library of Tephu Card 8:
Blasphemous Priest
Monster C

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.

Great Library of Tephu Card 9:
Memories of Violence
Barrier 1

Traits
Curse
Undead
Trigger
Elite

Check
Wisdom
Divine
Charisma
Diplomacy
8

Powers
When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.

Great Library of Tephu Card 10:
Evidence
Henchman Barrier 3

Traits
Trigger
Veteran
Task

Check
Intelligence
Perception
Knowledge
Diplomacy
Stealth
9

Powers
When you examine this card, you may display it next to the scenario.

The difficulty to defeat is increased by the scenario's adventure deck number.

You may recharge any number of allies; for each ally recharged, add 1d4 to your check.

If defeated, you may display this card next to the scenario.

Great Library of Tephu Card 11:
Disable Mechanism
Spell 2

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
Discard this card to evade a bane that has the Construct, Lock, or Trap trait.
Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Smoking Den
At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
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 that invokes the Human or Poison trait.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Tup
Notes: Containts Tekenu, The Evil Eye, Dry Quicksand

Smoking Den Card 1:
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.

Smoking Den Card 2:
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.

Smoking Den Card 3:
Tautrak the Salt
Villain Monster 3

Traits
Trigger
Half-Orc
Rogue

Check
Combat
18

Powers
When you examine this card, you may bury the top 2 cards of your deck; if you do not, shuffle Tautrak and a number of barriers equal to the number of other open locations into a stack, then shuffle a card from the stack into each open location.

Before you act, a character act your location must summon and encounter the henchman Silver Chain Smugglers.

Smoking Den Card 4:
The Evil Eye
Barrier C

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.

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