
MorkXII - Grazzle |

Bury: Blessing of Wadjet
Lightning Storm: 1d4 ⇒ 3 Recharge Shield Cloak to reduce to 0.
Lightning Storm new location: 1d6 ⇒ 5 = Location #5: Garden of Symmetry
Move to Location #3: Garden of Symmetry
Explore card 1: Falcata Banished.
Discard Blessing of Pharasma to explore card 2: Blast Glyph
Adowyn recharges Blessing of the Elements
Wisdom 12: 1d10 + 1 + 1d10 ⇒ (7) + 1 + (6) = 14 Defeated.
Recharge Volcanic Storm.
Recharge Blessing of Wadjet to examine the last two cards:
Filter Hood
Crocodile Skin Lamellar.
End of turn:
Name Armor and examine top card: Filter Hood. Acquired.
Discard Filter Hood and draw up to 7.
Skills and Powers:Hand: Channel the Gift, Cure, Holy Javelin, Ice Storm, Restorative Touch, Cleric of Nethys, Blessing of MaatSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d8
INTELLIGENCE d4
WISDOM d10 +1
Craft +1
Survival +2
CHARISMA d8 +4
Divine +3Powers
HAND SIZE 6 ☑7 ☐ 8
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. (☐ If any of those cards have the Divine trait, you mya recharge a random card (☐ or 2 random cards) from your discard pile.) 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 (☐ 4) to your check that invokes the Attack trait.
☑ You may recharge a card that has the Divine trait to examine the top card (☑ or top 2 cards) of a location deck at any occupied location (☐ and during this examination, you may ignore any powers on the examined card).
☐ When you would bury or discard an armor for its power, you may recharge it instead.
☐ When you would discard or bury a card to examine a location deck, you may recharge it instead.Favored Card Type: Spell
Weapon 1 ☐ 2
Spell 6 ☑ 7 ☑ 8
Armor 2 ☐ 3 ☐ 4
Item 1 ☐ 2 ☐ 3
Ally 1 ☐ 2
Blessing 4 ☑ 5 ☑ 6
Displayed: Symbol of Pain
Deck: 14 Discard: 3 Buried: 4
Notes: Shirt reroll not used in 4-4B.
Recharge for examines: Blessing of Wadjet, Blessing of Wadjet, Blessing of Pharasma, Volcanic Storm.
Restorative Touch:Restorative Touch
Spell 3Traits
Magic
Divine
HealingPowers
Reveal this card and choose a character at you location to banish up to 2 cards displayed next to her that are scourges and/or have the Curse trait, then shuffle 1d4+1 random cards from her discard pile into her deck.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 11 check to recharge it instead.Blessing of Maat:Blessing of Maat
Blessing 2Traits
Divine
MaatPowers
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.

Development |
3 people marked this as a favorite. |
Suddenly, a light begins to emanate from all around the ruins. A portal opens up, pulling you towards it. On the other side you see yourselves from back when you entered the ruins. You begin to merge with your former self. The process will surely kill you all. Except Grazzle discards a few cards and heals everyone. Now you are back at the beginning safe and sound.

Reward Summary |
Upgrade Pool
Day Star Half-Plate (Armor 3)
Blessing of the Elements (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of Thoth (Blessing 1)
Blessing of the Ancients (Blessing B)
Blessing of Wadjet (Blessing B)
Blessing of Wadjet (Blessing B)
Smoked Glass Goggles (Item C)
Eruption (Spell 4)
Ice Storm (Spell 4)
Symbol of Pain (Spell 3)
Elemental Skin (Spell 4)
Elemental Mastery (Spell 3)
Disable Mechanism (Spell 2)

Athnul 134467-1003 |

Only one thing (slightly) interests me.
Blessing 1: 1d1000 ⇒ 310 Achaekek (Ult. Int.)
Will take a Blessing B otherwise - Abadar from Intrigue.

Skizza by Greenclaw |

Yep, only the one card of any interest to Skizza, either (yep the same one).
Blessing 1: 1d1000 ⇒ 345 Blessing of Kofusachi (Ult. Equip)

MorkXII - Grazzle |

Swap: Sun Falcon Pectoral replaces Ruby of Charisma
Blessing Swap: Blessing of Maat replaces Blessing of the Gods
Trade (Sunburst Market): Blessing of the Ancients replaces Heavy Pick
Trade (Other): None (will follow someone else to give them options).
Start at Location 4: Gardens 2.
Skills and Powers:Hand: Channel the Gift, Cloudburst, Restorative Touch, Volcanic Storm, Hide Armor, Blessing of Pharasma, Blessing of Qi ZhongSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d8
INTELLIGENCE d4
WISDOM d10 +1
Craft +1
Survival +2
CHARISMA d8 +4
Divine +3Powers
HAND SIZE 6 ☑7 ☐ 8
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. (☐ If any of those cards have the Divine trait, you mya recharge a random card (☐ or 2 random cards) from your discard pile.) 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 (☐ 4) to your check that invokes the Attack trait.
☑ You may recharge a card that has the Divine trait to examine the top card (☑ or top 2 cards) of a location deck at any occupied location (☐ and during this examination, you may ignore any powers on the examined card).
☐ When you would bury or discard an armor for its power, you may recharge it instead.
☐ When you would discard or bury a card to examine a location deck, you may recharge it instead.Favored Card Type: Spell
Weapon 1 ☐ 2
Spell 6 ☑ 7 ☑ 8
Armor 2 ☐ 3 ☐ 4
Item 1 ☐ 2 ☐ 3
Ally 1 ☐ 2
Blessing 4 ☑ 5 ☑ 6
Displayed: 0
Deck: 12 Discard: 0 Buried: 2
Notes: Shirt reroll not used in 4-4B.
Recharge for examines: Blessing of Pharsma, Volcanic Storm
Restorative Touch:Restorative Touch
Spell 3Traits
Magic
Divine
HealingPowers
Reveal this card and choose a character at you location to banish up to 2 cards displayed next to her that are scourges and/or have the Curse trait, then shuffle 1d4+1 random cards from her discard pile into her deck.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 11 check to recharge it instead.Blessing of Pharasma:Blessing of Pharasma
Blessing BTraits
Divine
PharasmaPowers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.Blessing of Qi Zhong:Blessing of Qi Zhong
Blessing 3Traits
Divine
Qi Zhong
HealingPowers
Discard this card to add 1 die to any check.
Reveal this card to shuffle a random card from your discard pile into your deck, then discard this card, then explore your location.
After you play this card, if the card of the blessings discard pile lists Wisdom in its check to acquire, recharge this card instead of discarding it.

Athnul 134467-1003 |

Swap out a blessing of abadar for Maat. No other replacements. Start at Altar of Riddles again.
Hand: Amulet of Furious Fists, Dreamstalker, Mindblade, Crown of Swords, Ascetic's Belt, Blessing of Maat, Mask of Stolen Mien,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Use my blessings freely, but save me one!
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 [x]+3 [ ]+4
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Favored Card: Blessing
Hand Size: 7
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.)
[ ] When you play a spell and would banish it, you may bury ([ ] or discard) it instead.
[x] When you encounter a monster, you may examine the next card in your location deck; if it is a weapon or armor ([x] or any boon), add 1d6 ([ ] plus its adventure number) to your checks to defeat that monster.
[ ] Blessings played on your check to defeat a villain or henchman may add 1d12 instead of the normal die. ([ ] You may recharge any such blessing you played instead of discarding it.)

Athnul 134467-1003 |

If we get to visit traders, I'll head to Deek.

Skizza by Greenclaw |

Swap in BoKofusachi for BoCalistria. Will visit Deek to help others get more choices. Start at Location 5: Garden of Symmetry 3 again
Hand: Blessing of the Savored Sting, Shock Musket +1, Silver Balladeer, Blessing of Abadar, Blunderbuss, Blessing of Sivanah, Alchemist's Fire,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Use blessings as needed.
Sideboard cards:
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Ranged: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Craft: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2
Role: Gulch Gunner
Favored Card: Item or Weapon
Hand Size: 5 [X]6 [ ]7 [ ]8 [ ]9
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. ([X] If you still fail the check and its against a monster that is not immune to the Mental trait, you may evade it.)
[X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card you may banish it to explore your location.)
[ ] At the start of your turn, you may discard ([ ] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
[ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.

Traders |

Falsin Deek
Athnul, Skizza, Grazzle
Item 3
Traits: Object Magic Arcane Divine
To Acquire: Arcane Divine 10
Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Item 3
Traits: Trigger Object Magic
To Acquire: Intelligence Arcane 11
When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card. Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait. Recharge this card to add the Acid trait to your check.
Item 3
Traits: Object Alchemical Mummy
To Acquire: Intelligence Craft Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.
Item 4
Traits: Staff Attack Alchemical
To Acquire: Strength Melee 10 OR Intelligence Craft 12
For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.

Athnul 134467-1003 |

Nothing really of use to Athnul. Still starting at Altar of Riddles with the starting hand posted above.

Scenario Update |

During This Adventure: •The scourge die is 1d8.
•When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
•If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
During This Scenario: •When building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
•Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
•At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
Turn: 1, Skizza/Greenclaw
1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy
Monsters
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9 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 2
Traits:
Elemental
Outsider
Cold
Elite
To Defeat:
Combat 12 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 3
Traits:
Construct
To Defeat:
Combat 14 If undefeated, succeed at a Dexterity or Acrobatics 7 check or when you are dealt damage, discard cards from the top of your deck instead of your hand; this damage may not be reduced.
Monster 2
Traits:
Ooze
Electricity
Elite
To Defeat:
Combat 12 The Brain Ooze is immune to the Mental and Poison traits.
All damage dealt by the Brain Ooze is Electricity damage.
Before you act, draw a random monster from the box and add its adventure deck number to the Brain Ooze's difficulty to defeat.
If undefeated, discard a spell.
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9 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.
Barriers
Barrier 4
Traits:
Cache
Lock
Trap
To Defeat:
Dexterity
Disable 12
OR Strength 15 If undefeated, you may banish this barrier.
If defeated, draw a weapon, a spell, and an item from the box. If your check to defeat did not exceed 16, each character at your location is dealt 1d4 Electricity damage.
Barrier B
Traits:
Obstacle
Weather
Electricity
To Defeat:
None Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Barrier 2
Traits:
Skirmish
Veteran
To Defeat:
Dexterity
Acrobatics
Wisdom
Perception 9 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may immediately explore again. If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your checks against it. Banish this card and shuffle the remaining cards into the location deck.
Barrier 1
Traits:
Trap
Poison
Veteran
To Defeat:
Wisdom
Perception 8
OR Dexterity
Acrobatics 10 The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.
Barrier C
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Weapons
Weapon B
Traits:
Knife
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 7 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4 and the Acid trait.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon B
Traits:
Sword
Melee
Slashing
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 2d4; you may additionally discard this card to add another 2d4. If not proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled on this check is a 4, count it as a 5.
Weapon C
Traits:
Accessory
Melee
Piercing
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d4; you may additionally discard this card to add 2d4. If any d4 rolled on this check is a 4, count it as 5. After you act, reveal an armor or you are dealt 1 Combat damage.
Weapon 3
Traits:
Sword
Melee
Slashing
Finesse
Magic To Acquire:
Strength
Melee 11 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 C
Traits:
Spear
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Spells
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 12 Bury this card to draw a random non-Basic blessing from the box and add it to your hand.
After playing this card, if you do not have the Divine skill, banish this card instead of burying it.
Spell 3
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 9 Display this card. While displayed, if you examine a bane that has the Trigger trait, add 1 die to your checks against it, and ignore any abilities that increase its check to defeat. At the end of your turn, discard this card.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 11 check to recharge this card instead of discarding it.
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Poison To Acquire:
Intelligence
Arcane
Wisdom
Divine 10 For your combat check, discard this card to use your Arcane, Divine, or Melee skill + 3d6. You may apply this result to any further combat checks against the same bane. If you fail any check, and you are proficient with weapons, the bane deals no damage.
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 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 12 Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.
Armors
Armor B
Traits:
Shield
Offhand
Elite To Acquire:
Constitution
Fortitude 3
OR Melee 5 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Acid, Combat, or Fire damage dealt to you by 2, or to add 1d4 and the Piercing trait to your Melee combat check. If proficient with light armor, you may play another armor on this check.
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Wisdom
Divine 10 Recharge this card to reduce all damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
For your combat check, recharge this card to roll your Arcane or Divine skill + 2d6. If the bane has the Undead trait, you may bury this card to add another 1d6. This counts as playing a spell.
If proficient with light armors, you may recharge this card when you play a spell.
Armor 2
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Light Armor To Acquire:
Constitution
Fortitude 6
OR Intelligence
Craft 8 Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.
Armor 2
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude
Knowledge
Wisdom 8 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.
Items
Item 2
Traits:
Accessory
Magic
Mummy To Acquire:
Wisdom
Divine 7 Bury this card to allow a character at your location to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead.
Item 3
Traits:
Object
Alchemical
Mummy To Acquire:
Intelligence
Craft
Arcane 9 Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.
Item B
Traits:
Accessory
Magic To Acquire:
Wisdom 5 During your encounter, recharge this card to gain the skill Divine: Wisdom +2; characters may not play blessings that have the Divine trait.
Recharge this card to add the Magic trait to your check.
Item B
Traits:
Tool
Healing To Acquire:
Wisdom
Survival
Divine 6 Bury this card to draw all cards in your discard pile that have the Healing trait. Then you may shuffle any number of cards that have the Healing trait into your deck.
Item B
Traits:
Accessory To Acquire:
Intelligence
Craft
Wisdom
Survival 6 Recharge this card to add 1 die to your check that invokes the Electricity or Fire trait.
Allies
Ally 2
Traits:
Half-Elf To Acquire:
Arcane
Divine
Charisma
Diplomacy 8 Recharge this card to add 1d6 to your Arcane or Divine check.
Discard this card to explore your location.
Ally C
Traits:
Human
Cleric To Acquire:
Divine
Charisma
Diplomacy 8 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 1
Traits:
Human
Evoker
AND
Animal To Acquire:
Charisma
Diplomacy
Arcane
Divine 7 If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
Recharge this card to examine the top card of your location deck.
Discard this card to add the Magic trait to a combat check at your location, or to explore your location.
Ally 4
Traits:
Elemental
Fire To Acquire:
See Below To acquire this card, be dealt 1d4+1 Fire damage.
Recharge this card to draw a weapon or an armor from your discard pile.
Bury this card to add 2d12 and the Fire trait to a combat check by a character at your location.
Ally 2
Traits:
Trigger
Caligni
Oracle To Acquire:
Perception
Charisma
Diplomacy 11 When you examine this card, shuffle it back into its deck.
If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.
Blessings
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Top of Blessing Discard Pile:
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessings Remaining: 29
Blessings Deck
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11 Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Concordance's Favor
Favor 4
Traits: When this card is discarded from the blessings deck, draw an ally or blessing that has the Acid, Cold, Electricity, Elemental, or Fire trait from the box.
While this card is on top of the blessings discard pile, on your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait, after the roll, you may add or subtract a die.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11 Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11 Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10 Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Location #1: Altar of Riddles
At This Location: At the start of your turn, choose a type of boon, then examine the top card of the location deck. If it matches the type you chose, draw it.
When Closing: Succeed at an Intelligence, Knowledge, or Wisdom 10 check.
When Permanently Closed: No effect.
M: 1 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 2 ?: 1
Located/Displayed Here: Athnul/eddiephlash, None
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19 When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits:
Animal
Cold
Elite
To Defeat:
Combat 9 The Shasalqu is immune to the Cold and Fire traits.
Before you act, each character at your location must succeed at a Wisdom 6 check or recharge 1d4 cards.
After you act, if the roll exceeds 15, each character at your location is dealt 1 Cold damage.
Ally 3
Traits:
Human
Fighter To Acquire:
Combat 11 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.
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Weapon B
Traits:
Knife
Ranged
Slashing
Elite To Acquire:
Dexterity
Ranged 6 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If proficient with weapons, discard this card to ignore a non-villain monster's power that occurs before you act.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Barrier 3
Traits:
Obstacle
Magic
Acid
To Defeat:
Wisdom
Perception 10 The Hungry Fog is immune to the Acid and Electricity traits.
Before you act, you may succeed at a Dexterity or Stealth 10 check to evade the Hungry Fog.
If undefeated, bury the top card of your deck and put the Hungry Fog on top of your location deck.
Spell 2
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane 9
OR Wisdom
Divine 7 Discard this card to add 1d4+1 and the Fire trait to a combat check by a character at your location.
Discard this card to add 2 dice to any check by a character at your location to defeat a barrier that has the Lock 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 11 or Divine 9 check to recharge this card instead of discarding it.
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Item 1
Traits:
Staff
Magic
Divine
Healing To Acquire:
Wisdom
Divine 7 Recharge this card and choose a character at your location to recharge 1 random card from his discard pile.
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Ally C
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None 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.
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Cleric
To Defeat:
Combat 15
THEN Combat 17 When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits:
Undead
Elite
To Defeat:
Combat 11 The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6 When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Item B
Traits:
Accessory
Alchemical To Acquire:
Intelligence
Perception 6 Reveal this card to add 1d4 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 12 Discard this card to allow a character at your location to search their deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Location #3: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Adowyn/Chthonicthul, None
Weapon B
Traits:
Blowgun
Ranged
Poison
Alchemical
Elite To Acquire:
Intelligence
Craft
Knowledge
Ranged 6 For your combat check, banish this card to use your Intelligence skill + 2d8; If you succeed at a Craft 8 check, bury it instead. After you act, each character at this location is dealt 1 Poison damage.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 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.
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7 Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
Armor 3
Traits:
Heavy Armor Magic To Acquire:
Constitution
Fortitude
Divine 10 Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
Henchman 3
Type: Monster
Traits:
Trigger
Lamia
To Defeat:
Combat 14
THEN Combat 16 When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a random non-Basic Item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Location #4: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Grazzle/MorkXII, None
Armor 3
Traits:
Clothing
Light Armor
Magic To Acquire:
Constitution
Fortitude 8 Reveal this card to reduce Acid, Cold, Electricity, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8 Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19 When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8+2. Ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Blessing C
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Stealth
Perception
Charisma
Diplomacy 8 When you examine this card or if undefeated, display it next to your deck.
While displayed, for your move step, move to a random open location. You may not evade banes during this turn.
At the end of your turn, you may succeed at a Wisdom or Divine 6 check to banish this card.
Location #5: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Skizza/Greenclaw, None
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10 For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19 When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 5 During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Weapon B
Traits:
Scythe
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12 When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 11 Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Location #6: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: None
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10 Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11 Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Armor C
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude
Craft 6 Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
If proficient with heavy 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.
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19 When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8 When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
Armor B
Traits:
Accessory
Light Armor
Elite To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6 Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.

Skizza by Greenclaw |

With a strong feeling of deja-vu, Skizza heads back into the overly manicured garden.
Explore Garden of Symmetry 3
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10 For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Intelligence DC10: 1d10 + 2 ⇒ (3) + 2 = 5 Fail!
Recharge Alchemist's Fire for odd die
With a cursory glance at some runes written on the entrance gate, Skizza continues on. His little gnome friend is extremely excited about being in the garden. She heads in, eagerly searching for some of her garden gnome cousins.
Discard Silver Balladeer to explore again.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Divine 3: 1d4 ⇒ 3 Acquired!
Recharge Blunderbuss for odd die
The garden gives the rat an odd sense of calm. The ordered nature of the place brings a rare moment of peace to his usually chaotic and crazy existence. He casually strolls further along the paths, looking around the bend of some shrubs.
Discard Blessing of the Ancients to examine next card and explore.
Barrier C
Traits:
Obstacle
Weather
Electricity
To Defeat:
None Display this barrier next to the location deck.
While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Displayed next to location!
The air suddenly starts to feel heavy and Skizza's fur stands on end. Another big storm seems on the way. Better hurry up and get through this garden! Skizza picks up the pace.
Discard Blessing of Sivanah to explore again.
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Intelligence DC7: 1d10 + 2 ⇒ (8) + 2 = 10 Acquired!
Stopping for just a moment to admire a particular impressive piece of topiary, Skizza ignores the impending storm for a moment.
End Turn. Choose Weapon for boon. Examine top card of location: Cultist of Areshkagal
Triggered Intelligence check DC8: 1d10 + 2 ⇒ (5) + 2 = 7
Recharge Blessing of Wadjet for odd die
Discard Blessing of the Savored Sting to reroll the dice
Intelligence DC8: 3d10 + 2 ⇒ (5, 8, 1) + 2 = 16 Success!
Recharge Blessing of Abadar, Shock Musket +1 for odd dice
Skizza finds himself face to face with an angry cultist. With no time to even reach for one of his weapons, the rat lets out a small "Squeeeak!" and ducks back behind the bushes and into the next row of plants, hoping to give himself enough time to prepare for the inevitable combat.
Reset Hand
Hand: Gem of Physical Prowess, Shy Ratani, Blessing of Alkenstar 2, Masterwork Tools, Venomous Buckler Gun, Blessing of Kofusachi, Emerald of Dexterity,
Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Use blessings as needed.
Sideboard cards:
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Ranged: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Craft: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2
Role: Gulch Gunner
Favored Card: Item or Weapon
Hand Size: 5 [X]6 [ ]7 [ ]8 [ ]9
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. ([X] If you still fail the check and its against a monster that is not immune to the Mental trait, you may evade it.)
[X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card you may banish it to explore your location.)
[ ] At the start of your turn, you may discard ([ ] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
[ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.

Adowyn - Chthonicthul |

Turn 2: Adowyn/Blessing of Bastet
Hand: Hatchet Bird, Elk, Compass, Wolverine, Returning Throwing Axe +1,
Displayed: Leryn,
Deck: 14 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [X] +1 [X] +2 [X] +3 [ ] +4
Ranged: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X ] +1 [X] +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 (or a barrier), 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
Explore Location #3: Garden of Symmetry card #1: Poisoned Sand Tube
Adowyn pushes through the eerily symmetrical garden, trying hard not to be disturbed by the unnatural perfection of its lines. There is a sand tube lying about - is this a weapon of some sort? She picks it up and stows it in her pack.
Auto-succeed check to acquire.
Discard Elk to explore Garden of Symmetry Card #2: Blessing of the Elements
The hunter sends a prayer to the Green, asking for guidance through this place.
Dexterity 6 to acquire Blessing of the Elements: 1d10 + 3 ⇒ (3) + 3 = 6
A sense of focus pervades the hunter, and she quickens her pace, checking her compass to confirm her direction.
Discard Compass to explore Garden of Symmetry Card #3: The Third Law
Display The Third Law. Discard Wolverine to explore Garden of Symmetry Card #4: Blessing of the Ancients
She senses a disturbance in the force binding the world's energies; she counters this with a quick prayer and moves on.
Reset hand and end turn, discarding Poisoned Sand Tube as free discard.
Saving two blessings for potential close; use them if really needed, though.
Hand: Hatchet Bird, Blessing of the Ancients (acquired), Blessing of Erastil 3, Returning Throwing Axe +1, Blessing of the Elements (acquired),
Displayed: Leryn,
Deck: 14 Discard: 4 Buried: 0
Notes: Saving two blessings for potential close; use them if really needed, though.
Sideboard cards:
Dexterity d10 [X] +1 [X] +2 [X] +3 [ ] +4
Ranged: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X ] +1 [X] +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 (or a barrier), 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

Athnul 134467-1003 |

Athnul finds herself before the altar of riddles once again. She calls to the gods for some guidance .
Start of turn,blessing is Pharasma, declare blessings and examine top card: Cultist of Areshkagal. Not blessing. Trigger.
BYA Perception 8: 1d10 + 5 ⇒ (7) + 5 = 12 Success!
Athnul looks up from her prayers and notices a Cultist. Didn't this happen last time? She quickly scouts the area before dropping into her combat stance.
Examine next card: Shasalqu. Not a boon, so no bonus. Reveal amulet, recharge crown for punch power
Combat 19 (27): 3d6 + 3 + 1d10 + 3 ⇒ (3, 5, 3) + 3 + (10) + 3 = 27 Defeated! Does not exceed 27
The cultist lies crumpled at the foot of the altar, as Athnul again tries to puzzle out its mysteries.
Attempt to close.
Wis 10: 1d10 + 3 ⇒ (9) + 3 = 12 Success!
The room goes quiet, and the presence that Athnul felt near the altar vanishes. She still has no idea whether she solved anything, but decides it would be a good time to help her friends in the maze like garden once again.
End turn (no cards in location, so no EoT examines). Reset hand, drawing 1
Hand: Amulet of Furious Fists, Dreamstalker, Mindblade, Crown of Swords, Ascetic's Belt, Blessing of Maat, Mask of Stolen Mien, Blessing of Cayden Cailean,
Displayed:
Deck: 13 Discard: 0 Buried: 0
Notes: Use my blessings freely, but save me one! I may use Dreamstalker to encounter the top card at another location if it is something interesting.
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 [x]+3 [ ]+4
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Favored Card: Blessing
Hand Size: 7
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.)
[ ] When you play a spell and would banish it, you may bury ([ ] or discard) it instead.
[x] When you encounter a monster, you may examine the next card in your location deck; if it is a weapon or armor ([x] or any boon), add 1d6 ([ ] plus its adventure number) to your checks to defeat that monster.
[ ] Blessings played on your check to defeat a villain or henchman may add 1d12 instead of the normal die. ([ ] You may recharge any such blessing you played instead of discarding it.)

MorkXII - Grazzle |

Grazzle sets out to explore the strange garden, but first needs to heal some of his friends.
Discard top 2 cards (Cure, Shield Cloak) to heal Skizza for 3 and Adowyn for 2.
Explore Location 4 - GoS #1: Khamsin Coat Banished.
Discard Blessing of Qi Zhong to heal: Shield Cloak and explore Location 4 - GoS #2: Blessing of the Ancients
Divine 3: 1d8 + 7 ⇒ (8) + 7 = 15 Acquired.
Discard (recharge, because of the current blessing) Blessing of the Ancients to examine Location 4 - GoS #3: Eternal Captives and explore
Divine 10: 1d8 + 7 ⇒ (2) + 7 = 9 Shirt reroll
Divine 10: 1d8 + 7 ⇒ (1) + 7 = 8 Undefeated.
Cold damage: 1d4 ⇒ 4 Bury Hide Armor to block.
Display Curse of the Sphinx.
Discard Blessing of Pharasma to explore, but Curse of the Sphinx causes me to examine first Card: 1d8 + 2 ⇒ (6) + 2 = 8: Blessing of Abadar
Recharge hand, reset hand, discard Create Mindscape.
Divine 5: 1d8 + 7 ⇒ (7) + 7 = 14 Acquired.
Recharge Blessing of Abadar for random die result.
Discard Blessing of the Gods to explore, but Curse of the Sphinx causes me to examine first Card: 1d8 + 2 ⇒ (3) + 2 = 5: Armor of the Sands
Recharge hand, reset hand, discard Create Mindscape.
Armor of the Sands banished.
Cast Restorative Touch to heal 1d4 + 1 ⇒ (1) + 1 = 2 cards: Blessing of Qi Zhong, Cure. Recharge Restorative Touch.
Discard (recharge) Blessing of the Ancients to examine Card: 1d8 + 2 ⇒ (1) + 2 = 3 Eternal Captives, and explore.
Divine 10: 1d8 + 7 ⇒ (7) + 7 = 14 Defeated.
Recharge Shield Cloak for odd die result.
Discard Blessing of the Spellbound to explore, but Curse of the Sphinx causes me to examine first: Card: 1d7 + 3 ⇒ (5) + 3 = 8 Got that one already
Card: 1d7 + 3 ⇒ (5) + 3 = 8 Got that one already
Card: 1d7 + 3 ⇒ (6) + 3 = 9: Find Traps
Recharge hand, reset hand, discard Cleric of Nethys.
Divine 6: 1d8 + 7 ⇒ (1) + 7 = 8 Acquired.
Recharge Blessing of Abadar for odd die result.
Case Cure to heal 1d4 + 1 ⇒ (2) + 1 = 3 cards (everything but Blessing of the Gods). Recharge Cure.
Recharge Sun Falcon Pectoral to explore, but Curse of the Sphinx causes me to examine first: Card: 1d7 + 3 ⇒ (5) + 3 = 8 Got that one already
Card: 1d7 + 3 ⇒ (5) + 3 = 8 Got that one already
Card: 1d7 + 3 ⇒ (1) + 3 = 4: Dagger of Doubling
Recharge hand, reset hand, discard Channel the Gift.
Dagger of Doubling banished.
Discard Blessing of Qi Zhong to heal BotG, then examine Card (6, 7, 10): 1d3 ⇒ 3: card 10: Echoes of Confusion Trigger!
Echoes of Confusion displayed.
Explore Card (6, 7): 1d2 ⇒ 2: card 7: Eruption
Divine 11: 1d8 + 7 ⇒ (5) + 7 = 12 Acquired.
Recharge Find Traps for odd die result.
Discard (recharge) Blessing of the Ancients to examine explore Card 6: Cultist of Areshkagal trigger!
Asking Skizza for Blessing of Kofusachi
Wisdom 8: 1d10 + 1 + 1d10 ⇒ (9) + 1 + (10) = 20 Success
Recharge Find Traps for odd die result.
Cast Cloudburst to ignore BYA
Combat 19/27: 1d8 + 7 + 2 + 3d6 ⇒ (1) + 7 + 2 + (5, 4, 5) = 24 Defeated.
Recharge Restorative Touch, Divine Blaze, Channel the Gift.
Recharge Cloudburst.
Only one card left in hand now, because I rolled too many odds, so I can't close.
Use Cloudburst's 'after the encounter' power to move to Location 6: Garden of Symmetry.
End of turn:
Echoes of Confusion: 1d8 + 7 ⇒ (8) + 7 = 15 Banished.
Call "Spell" and examine Location 6: Garden of Symmetry top card: Blessing of Ra. Shuffle location.
Draw up to 7.
Skills and Powers:Hand: Eruption, Shield Cloak, Cleric of Nethys, Blessing of Abadar, Blessing of Maat, Blessing of Pharasma, Blessing of the GodsSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d8
INTELLIGENCE d4
WISDOM d10 +1
Craft +1
Survival +2
CHARISMA d8 +4
Divine +3Powers
HAND SIZE 6 ☑7 ☐ 8
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. (☐ If any of those cards have the Divine trait, you mya recharge a random card (☐ or 2 random cards) from your discard pile.) 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 (☐ 4) to your check that invokes the Attack trait.
☑ You may recharge a card that has the Divine trait to examine the top card (☑ or top 2 cards) of a location deck at any occupied location (☐ and during this examination, you may ignore any powers on the examined card).
☐ When you would bury or discard an armor for its power, you may recharge it instead.
☐ When you would discard or bury a card to examine a location deck, you may recharge it instead.Favored Card Type: Spell
Weapon 1 ☐ 2
Spell 6 ☑ 7 ☑ 8
Armor 2 ☐ 3 ☐ 4
Item 1 ☐ 2 ☐ 3
Ally 1 ☐ 2
Blessing 4 ☑ 5 ☑ 6
Displayed: Curse of the Sphinx
Deck: 12 Discard: 2 Buried: 4
Notes: Shirt reroll used in 4-4B.
Recharge for examines: Blessing of Pharsma, Volcanic Storm
Blessing of Maat:Blessing of Maat
Blessing 2Traits
Divine
MaatPowers
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.Blessing of Pharasma:Blessing of Pharasma
Blessing BTraits
Divine
PharasmaPowers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Adowyn - Chthonicthul |

Adowyn turn repair
Poisoned Sand Tube check first:
Ranged 6 to acquire Poisoned Sand Tube: 1d10 + 6 + 1d6 ⇒ (5) + 6 + (1) = 12
Ha! Indeed, that changes the turn quite a bit. If I'd been clever enough to remember the location power, I would have passed on the stupid weapon.
Recharge Wolverine and Hatchet Bird for location power.
Then, for the BotE dice roll, recharge Compass
Discard Blessing of the Elements for the Third Law explore
I would need to have stopped my turn then, so Adowyn never encountered Card #4.
While I'm posting, here's the results of Grazzle's heal:
Card NOT healed: 1d3 ⇒ 3 Poisoned Sand Tube
So, current rejiggered and healed hand:
Hand: Snow Leopard, Swiftshooter, Blessing of Erastil 3, Blesing of Shizuru, Returning Throwing Axe +1,
Displayed: Leryn,
Deck: 17 Discard: 1 Buried: 0
Notes: Trying to save blessings for potential close; use them if really needed, though.
Sideboard cards:
Dexterity d10 [X] +1 [X] +2 [X] +3 [ ] +4
Ranged: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X ] +1 [X] +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 ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
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

Scenario Update |

During This Adventure: •The scourge die is 1d8.
•When creating the blessings deck, replace 1 blessing with the favor Concordance’s Favor.
•If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait.
During This Scenario: •When building the location decks, using the deck list from the Garden of Symmetry, build a number of Garden of Symmetry locations equal to the number of characters.
•Treat the henchman Userib as a villain. The difficulty of checks to defeat Userib are increased by 1d4 plus the number of characters.
•At the end of your turn, choose a type of boon, then examine the top card of your location deck. If it is the chosen type, you may draw or banish it; if it is not the chosen type and is a boon, either put it on the bottom of the location deck or shuffle it into the location deck.
Additional Rules:
Barrier 1
Traits: Trigger Curse Law Elite
To Defeat: None
When you examine this card, encounter it. Display this card next to the scenario; it is defeated. While displayed, when a location is permanently closed, roll 1d6. If the result is higher than the number of cards remaining in that location deck, each character buries a card or a character at that location banishes a card, then banish this card.
Turn: 5, Skizza/Greenclaw
1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy
Monsters
Monster 3
Traits:
Undead
To Defeat:
Combat 15 The Guecubu is immune to the Electricity, Mental, and Poison traits.
After you act, suffer a scourge.
Monster C
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Monster 1
Traits:
Undead
To Defeat:
Combat 8
THEN Combat 10 The Coffer Corpse is immune to the Mental and Poison traits.
If undefeated, move to a random location.
Monster 4
Traits:
Trigger
Girtablilu
Poison
To Defeat:
Combat 17 When you examine this card, succeed at a Stealth 7 check or encounter it and increase its difficulty to defeat by 3.
Before you act, you are dealt 1d4 Poison damage.
Monster B
Traits:
Trigger
Gnoll
Wizard
Elite
To Defeat:
Combat 9 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.
Barriers
Barrier C
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Barrier 2
Traits:
Obstacle
Lamia
Elite
To Defeat:
Stealth
Charisma
Diplomacy 8
OR Combat 15 If defeated, you may examine the top 3 cards of your location and place them back in any order.
If undefeated, put this card on top of your location.
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Divine
Charisma
Diplomacy 8 When you examine this card or if undefeated, display it next to your deck.
While displayed, your Intelligence and Wisdom dice are each d4. During your exploration, if you encounter a monster, evade it.
At the start of her turn, any character at your location may encounter this card. If defeated, banish it.
Weapons
Weapon B
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Weapon B
Traits:
Staff
Melee
Bludgeoning
2-Handed
Magic
Elite To Acquire:
Strength
Melee 6
OR Arcane
Divine 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d6+1; you may additionally discard this card to add another 1d6.
You may discard this card to shuffle your location deck; if you succeed at an Arcane or Divine 10 check, you may recharge this card instead.
Weapon 4
Traits:
Knife
Ranged
Piercing
Magic
Pharasma To Acquire:
Dexterity
Ranged
Wisdom
Divine 11 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. You may reveal a blessing that has the Pharasma trait or if the bane has the Undead trait, add another 1d8.
When playing another weapon, you may discard this card to add 1d4+1 to your combat check.
Weapon B
Traits:
Axe
Ranged
Piercing
Elite To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Strength + 1d6. You may additionally discard this card to add your Ranged skill.
If proficient with weapons, when playing another weapon, you may discard this card to add your Strength or Melee skill to your combat check.
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Spells
Spell B
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 6 Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 2
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 8 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 4
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 12 Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Spell 4
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 10 Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.
Armors
Armor 3
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 10 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
Traits:
Shield Offhand To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches that damage type. If proficient with light armors, you may play another armor.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 7
OR Intelligence
Arcane 8 Recharge this card to add 1d8 to your Stealth check or reduce Combat or Poison damage dealt to you by 3.
Banish this card to evade a monster that does not have the Incorporeal trait, or to reduce Combat or Poison damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficent with light armors, you may recharge this card when you reset your hand.
Armor B
Traits:
Light Armor
Elite To Acquire:
Constitution
Fortitude 5
OR Intelligence
Craft 7 Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2, or 3 if the damage is dealt to you before or after you act.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 8 check to recharge this armor instead.
Armor C
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Items
Item 3
Traits:
Wand
Attack
Fire
Ranged
Magic
Arcane To Acquire:
Intelligence
Arcane 8 For your combat check, bury this card to roll 4d6.
After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Disable
Arcane
Wisdom
Divine 7 Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
Item B
Traits:
Accessory
Tool To Acquire:
Intelligence
Craft
Disable 6 Recharge this card to add 1d8 to your Craft or Disable check.
Item 3
Traits:
Trigger
Object
Magic
Anubis To Acquire:
Intelligence 10
OR Charisma
Diplomacy 8 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
Traits:
Object
Magic To Acquire:
Intelligence
Arcane 9 Recharge this card to reroll 1 die on a check by a character at your location.
On your turn, you may give this card to a character at another location; you may additionally give him a weapon, an armor, or an item. Then that character must recharge this card.
Allies
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Ally B
Traits:
Human
Rogue
Aspis
Hireling To Acquire:
Charisma
Diplomacy 8 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
Traits:
Aberration
Naga To Acquire:
Charisma
Diplomacy 11
OR Combat 15 Bury this card to recharge any items in your discard pile.
Discard this card to explore your location.
Ally 3
Traits:
Animal
Elemental
Acid
Poison To Acquire:
Wisdom
Survival 10 Recharge this card to add 1d10 to your Stealth non-combat check.
Discard this card to examine the top card of your location deck, then you may explore. If you encounter a monster during this exploration, you may add 1d6 and the Acid and Poison traits to your checks to defeat it.
Ally B
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Blessings
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing 4
Traits:
Divine
Anubis
Poison
Mummy To Acquire:
Divine 8
OR Charisma
Diplomacy 11 Discard this card to add 1 die and the Poison trait to any check.
Discard this card to add 2 dice to any Charisma check or to any check against a bane that has the Mummy or Undead trait; ignore that bane's immunities.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Remaining: 25
Blessings Deck
Blessing of Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11 Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Nethys
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Concordance's Favor
Favor 4
Traits: When this card is discarded from the blessings deck, draw an ally or blessing that has the Acid, Cold, Electricity, Elemental, or Fire trait from the box.
While this card is on top of the blessings discard pile, on your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait, after the roll, you may add or subtract a die.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Bastet
Blessing B
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11 Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11 Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Horus
Blessing C
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10 Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Maat
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Location #1: Altar of Riddles
Closed
At This Location:
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/eddiephlash, None
Location #2: Walled Oasis
At This Location: Damage dealt to you is also dealt to a random other character at this location.
When Closing: You are dealt 1d4 Acid damage.
When Permanently Closed: On closing, you may recharge any number of weapons and armors.
M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 1
Located/Displayed Here: None
Monster B
Traits:
Undead
Cleric
Elite
To Defeat:
Combat 10 The Blasphemous Priest is immune to the Mental and Poison traits. If the check to defeat has the Divine trait, the difficulty is increased by 2d4.
Ally C
Traits:
Animal
Elemental To Acquire:
Wisdom
Survival 6 Recharge this card to reduce Cold, Electricity, or Fire damage dealt to you by 1.
Discard this card to explore your location. Add 1d4 to your checks to acquire items during this exploration.
Barrier 3
Traits:
Trigger
Trap
Magic
Curse
To Defeat:
None 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.
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Cleric
To Defeat:
Combat 15
THEN Combat 17 When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Monster 1
Traits:
Undead
Elite
To Defeat:
Combat 11 The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.
Barrier B
Traits:
Trigger
Curse
Arcane
Veteran
To Defeat:
Stealth
Knowledge
Arcane
Divine
Diplomacy 6 When you examine this card, suffer a scourge then banish this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge then banish this card.
Item B
Traits:
Accessory
Alchemical To Acquire:
Intelligence
Perception 6 Reveal this card to add 1d4 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Weapon 2
Traits:
Spear
Ranged
Piercing
Magic
Elite To Acquire:
Dexterity
Ranged 9 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6 and the Fire trait.
If proficient with weapons, discard this card to add 1d4+1 to a combat check by a character at another location.
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 12 Discard this card to allow a character at your location to search their deck for a spell and draw it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 14 check to recharge this card instead of discarding it.
Location #3: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 1 W: 0 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 1 ?: 1
Located/Displayed Here: Adowyn/Chthonicthul, None
Spell B
Traits:
Magic
Arcane
Divine
Mental
Veteran To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 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.
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Armor 2
Traits:
Clothing
Light Armor
Alchemical To Acquire:
Constitution
Fortitude
Intelligence
Craft 7 Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.
Armor 3
Traits:
Heavy Armor Magic To Acquire:
Constitution
Fortitude
Divine 10 Recharge this card to reduce Combat, Cold, Fire, or Poison damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
If proficient with heavy armors, recharge this card to add 1d8 to your check that invokes the Undead trait.
Henchman 3
Type: Monster
Traits:
Trigger
Lamia
To Defeat:
Combat 14
THEN Combat 16 When you examine this card, succeed at a Stealth 7 check; otherwise, summon and encounter the henchman Forgotten Pharaoh Cultist.
All damage dealt by the Lamia Sisters is Cold damage.
If defeated, you may draw a random non-Basic Item from the box.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell B
Traits:
Magic
Arcane
Divine
Attack
Fire
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
When you would encounter a weapon, a spell, or an item during your exploration, discard this card to banish it; you may explore again.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 10 check to recharge this card instead of discarding it.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Location #4: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 0 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: None
Location #5: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 1 W: 1 Sp: 1 Ar: 2 I: 0 Al: 0 Bl: 0 ?: 1
Located/Displayed Here: Skizza/Greenclaw,
Barrier C
Traits: Obstacle Weather Electricity
To Defeat: None
Display this barrier next to the location deck. While displayed, when you start your turn at this location, roll 1d4. On a 4, banish this barrier. On any other result, you are dealt that amount of Electricity damage; display this barrier next to a random location.
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19 When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 5 During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Weapon B
Traits:
Scythe
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.
Barrier 3
Traits:
Trigger
Trap
Magic
Cold
Arcane
To Defeat:
Intelligence
Arcane
Knowledge 10
OR Wisdom 12 When you examine this card, succeed at an Intelligence or Arcane 10 check; otherwise, you are dealt 1d6 Cold damage.
If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.
Armor 1
Traits:
Shield
Offhand
Magic To Acquire:
Constitution
Fortitude 6 If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Reveal this card to reduce Combat or Fire damage dealt to you by 2. If proficient with light armors, you may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 11 Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Location #6: Garden of Symmetry
At This Location: When you attempt a check, recharge a card for each die that has an odd result.
When Closing: Recharge 2 cards of the same type.
When Permanently Closed: At the end of your turn, you may roll 1d6. On an odd result, recharge 2 cards. On an even result, recharge them from your discard pile.
M: 0 Ba: 2 W: 1 Sp: 2 Ar: 2 I: 0 Al: 0 Bl: 2 ?: 1
Located/Displayed Here: Grazzle/MorkXII, None
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Divine 6
OR Wisdom
Knowledge 10 Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Weapon 2
Traits:
Club
Melee
Bludgeoning
2-Handed
Magic To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Armor C
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude
Craft 6 Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
If proficient with heavy 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 B
Traits:
Accessory
Light Armor
Elite To Acquire:
Constitution
Fortitude 4
OR Intelligence
Craft
Survival 6 Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1.
If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0. You may succeed at an Intelligence or Craft 8 check to recharge this armor instead.
Spell 4
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 11 Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Barrier 1
Traits:
Trigger
Obstacle
Plant
Elite
To Defeat:
Wisdom
Stealth
Perception
Survival 8 When you examine this card, succeed at a Stealth or Survival 9 check; otherwise, the Shrieky Plant is undefeated.
If undefeated, examine the top 3 cards of your location deck and encounter the first monster examined. Then banish the Shrieky Plant.
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, when a barrier is defeated, if your check to defeat exceeds the difficulty by 1d6 or more, each character at that location banishes a card or summons and encounters the henchman Voices of the Spire, then banish this card.
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19 When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Skizza by Greenclaw |

Off turn: Heals 3 cards thanks to Dr. G: Blessing of the Savored Sting, Blessing of the Ancients, Silver Balladeer
Off turn: Discard BoKofusachi for Grazzle's check.
As Skizza and the Cultist prepare for their encounter, the storm rumbles ever closer.
Lightning Storm: 1d4 ⇒ 3
"EEEEEK!" Skizza gets sizzled by a nasty bolt of lightning that hits him on the top of his furry head. For a few seconds, the poor rat is lit up like a candle!
Discard Masterwork Tools, Gem of Physical Prowess, Shy Ratani for damage.
Lightning Storm new location: 1d6 ⇒ 2 Walled Oasis
Hoping the storm has provided a bit of a distraction for the cultist as well, Skizza breathes a sigh of relief that he's at least still alive and stays in his hiding spot for the moment.
Not much point taking on the henchman with not enough cards left in hand to close the location. End Turn. Reset Hand.
Hand: Blessing of Alkenstar 2, Blessing of Abadar, Shock Musket +1, Blessing of Wadjet, Venomous Buckler Gun, Silver Balladeer, Emerald of Dexterity,
Displayed:
Deck: 9 Discard: 5 Buried: 0
Notes: Might need all 3 blessings to defeat henchman and then close the location, but use if an emergency.
Sideboard cards:
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Ranged: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Craft: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2
Role: Gulch Gunner
Favored Card: Item or Weapon
Hand Size: 5 [X]6 [ ]7 [ ]8 [ ]9
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. ([X] If you still fail the check and its against a monster that is not immune to the Mental trait, you may evade it.)
[X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card you may banish it to explore your location.)
[ ] At the start of your turn, you may discard ([ ] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
[ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.

Adowyn - Chthonicthul |

Turn 6: Adowyn/Blessing of Isis
Explore Garden of Symmetry card #1: Good Omen
Adowyn regards the sun, the shy, and the surrounding foliage, hoping to see an omen of success in the group's venture.
Divine 6 to acquire Good Omen: 1d8 + 4 ⇒ (2) + 4 = 6
Yay, no recharging this time. Good Omen acquired.
Discard Snow Leopard to explore Garden of Symmetry card #2: Telekinesis Trap
She feels a sense of such an omen, but then the sky crackles with arcane light. She has sprung a trap of ochre, telekinetic magiks!
Divine 12 to defeat Telekinesis Trap, discarding Blessing of Shizuru: 2d8 + 4 ⇒ (5, 5) + 4 = 14
Adowyn manages to evade the trap; how, she'll never know - but she feels horribly depleted by the effort.
Recharge Good Omen and Swiftshooter for odd dice in roll
Put Leryn on top of deck to explore top two cards of location and put them back in any order.
Alchemist's Suit and Daystar Half-Plate
Oh, cool, I played this right! Switch the order, to get the juicy Armor 3 on top.
At end of turn (now) choose armor. Examine card - hey, it's armor! Draw it (Day Star Half-Plate). Reset hand and end turn, discarding Day Star Half-Plate as free discard.
Hand: Leryn, Wolverine, Hatchetbird, Blessing of Erastil 3, Returning Throwing Axe +1,
Displayed:
Deck: 16 Discard: 4 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [X] +1 [X] +2 [X] +3 [ ] +4
Ranged: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X ] +1 [X] +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 ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
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
Display Leryn
Hand: Wolverine, Hatchetbird, Blessing of Erastil 3, Returning Throwing Axe +1,
Displayed: Leryn,
Deck: 16 Discard: 4 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [X] +1 [X] +2 [X] +3 [ ] +4
Ranged: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X ] +1 [X] +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 ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
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

Athnul 134467-1003 |

Athnul reaches the walls around a section of the garden, and begins to scout around for an entrance.
Start turn, blessing is Ancients. Move to Walled Oasis. Explore card 1: Blasphemous Priest.
Athnul nods at a priest working in the garden as she passes. Then spins as she catches him drawing a knife.
Examine next card: Stone Weasel (Ally), so add 1d6 to combat check. Reveal Amulet.
Combat 10: 4d6 + 3 ⇒ (3, 3, 1, 2) + 3 = 12 Defeated!
A weasel leaps from the grass, distracting the "priest", and Athnul is able to knock him out with a single punch.
Display Mask of Stolen Mein along with the Blasphemous Priest to add a die to all of my future combat checks at this location that have the Cleric or Undead traits.
Discard BoCC to explore card 2: Weasel
After peeling the face off the undead monstrosity, Athnul bends over to thank the weasel for the well timed distraction.
Wis 6: 1d10 + 3 ⇒ (5) + 3 = 8 Success!
Discard weasel to explore card 3: Symbol of Fear. Reveal -> Recharge Blessing of Maat to evade and explore again
The weasel scampers off, and Athnul feels the hairs on the back of her neck stand up. She realizes that the cleric wasn't gardening, but creating a sigil out of the plants. She quickly focuses her qi on Maat's guidance and evades triggering the trap.
Random explore: 1d8 + 2 ⇒ (2) + 2 = 4 Userib ! Time to treat this Henchman as a Villain!.
Pausing for temp close checks

MorkXII - Grazzle |

Recharge Blessing of Pharasma and Blessing of the Gods to guard Location #6.
Skills and Powers:Hand: Eruption, Shield Cloak, Cleric of Nethys, Blessing of Abadar, Blessing of MaatSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d8
INTELLIGENCE d4
WISDOM d10 +1
Craft +1
Survival +2
CHARISMA d8 +4
Divine +3Powers
HAND SIZE 6 ☑7 ☐ 8
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. (☐ If any of those cards have the Divine trait, you mya recharge a random card (☐ or 2 random cards) from your discard pile.) 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 (☐ 4) to your check that invokes the Attack trait.
☑ You may recharge a card that has the Divine trait to examine the top card (☑ or top 2 cards) of a location deck at any occupied location (☐ and during this examination, you may ignore any powers on the examined card).
☐ When you would bury or discard an armor for its power, you may recharge it instead.
☐ When you would discard or bury a card to examine a location deck, you may recharge it instead.Favored Card Type: Spell
Weapon 1 ☐ 2
Spell 6 ☑ 7 ☑ 8
Armor 2 ☐ 3 ☐ 4
Item 1 ☐ 2 ☐ 3
Ally 1 ☐ 2
Blessing 4 ☑ 5 ☑ 6
Displayed: Curse of the Sphinx
Deck: 14 Discard: 2 Buried: 4
Notes: Shirt reroll used in 4-4B.
Recharge for examines: Blessing of Pharsma, Volcanic Storm
Blessing of Maat:Blessing of Maat
Blessing 2Traits
Divine
MaatPowers
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.

Adowyn - Chthonicthul |

Adowyn sends some companions to guard the doors.
Recharge Swiftshooter and Hatchetbird to temporarily close Garden of Symmetry #1.
Hand: Blessing of Erastil 3, Returning Throwing Axe +1,
Displayed: Leryn,
Deck: 18 Discard: 4 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [X] +1 [X] +2 [X] +3 [ ] +4
Ranged: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X ] +1 [X] +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 ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
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

Athnul 134467-1003 |

Skizza will presumably also recharge 2 blessings to close Location 5
Villain Fight!
BYA Arcane 7: 1d4 ⇒ 2 Auto fail.
Recharge: 1d6 ⇒ 3 All but the Amulet. Reset hand, drawing 6: Ring of Wave Walking, Blessing of Milani, Frog, Amulet of Firey Fists, Blessing of the Midnight Lord, Riftwarden
Mental Damage: 1d4 ⇒ 2 Discard Amulet of Firey fists and Frog.
Use power to examine next card (reroll on a 4)
Random explore: 1d8 + 2 ⇒ (3) + 2 = 5 Plague Zombie. Not a boon, but also not a trigger so not bad.
Combat difficulty: 15 + 1d4 + 4 ⇒ 15 + (3) + 4 = 22
For first combat, reveal amulet of furious fists, use displayed Mask (Cleric trait), and recharge ring for punch power.
Combat 22: 4d6 + 3 + 1d10 + 3 ⇒ (1, 3, 4, 5) + 3 + (8) + 3 = 27
Combat difficulty: 17 + 1d4 + 4 ⇒ 17 + (1) + 4 = 22
For next combat, reveal amulet of furious fists, use displayed Mask (Cleric trait), Recharge Bo Midnight Lord for punch power and discard Bo Milani to add a die.
Combat 22: 5d6 + 3 + 1d10 + 3 ⇒ (2, 3, 1, 2, 6) + 3 + (1) + 3 = 21 Failed by 1, ask Grazzle to discard BoMaat to add 3, turning this into a success.
Double success! Villain is Defeated, one overkill so aya:
Fire Damage: 1d4 ⇒ 2 Ouch, discard rest of hand
Walled Oasis is closed, triggering the Third Law. There are 7 cards remaining.
Third Law: 1d6 ⇒ 4 No chance this will exceed 7, so Third Law is still in effect.
On Closing, I could recharge any weapons or armor, but I use neither, and my hand was wiped.
After a vicious mind blast, Athnul spins around to find herself face to face with another undead "cleric", this one actually seems like a threat. She shakes off the first blow, focuses all of her energy into her fists, and with a one-two punch, takes him out. She doesn't notice him drop a vial though, and has to leap back as flames erupt all around the wall. The "cleric" headed off to a particular section of the garden, and Athnul knows her teammates will be waiting for him.
Villain is defeated, but escapes to Location 4. He will be the only card there.
End turn, empty deck so no EoT effects. Reset hand to full.
Hand: Blessing of Abadar B, Blessing of Lamashtu, Blessing of Gozreh, Blessing of Abadar 3, Blessing of Bastet, Minotour Mercenary, Crown of Swords,
Displayed: Mask of Stolen Mien,
Deck: 7 Discard: 7 Buried: 0
Notes: Lots of blessings! Use them freely, but save me one!
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 [x]+3 [ ]+4
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Favored Card: Blessing
Hand Size: 7
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.)
[ ] When you play a spell and would banish it, you may bury ([ ] or discard) it instead.
[x] When you encounter a monster, you may examine the next card in your location deck; if it is a weapon or armor ([x] or any boon), add 1d6 ([ ] plus its adventure number) to your checks to defeat that monster.
[ ] Blessings played on your check to defeat a villain or henchman may add 1d12 instead of the normal die. ([ ] You may recharge any such blessing you played instead of discarding it.)

MorkXII - Grazzle |

Explore Location 6: GoS card 1 (but examine it first, because of Curse of the Sphinx): Blessing of Thoth
Recharge hand, reset hand, discard Create Mindscape.
Divine 6: 1d8 + 7 ⇒ (5) + 7 = 12 Acquired.
Recharge Blessing of the Ancients.
Recharge Sun Falcon Pectoral to explore/examine Loc 6: Gos card 2: Ice Storm
Recharge hand, reset hand, discard Channel the Gift.
Divine 11: 1d8 + 7 ⇒ (5) + 7 = 12 Acquired.
Recharge Divine Blaze.
Cast Restorative Touch to heal 1d4 + 1 ⇒ (3) + 1 = 4 cards: everything but Blessing of Maat.
Recharge Restorative Touch.
Discard Blessing of the Gods to explore/examine Loc 6: GoS card 3: Greatclub +1
Recharge hand, reset hand, discard Create Mindscape.
Greatclub +1 banished.
Recharge Sun Falcon Pectoral to explore/examine Loc 6: GoS card 4: Blessing of Ra
Recharge hand, reset hand, discard Shield Cloak
Divine 6: 1d8 + 7 ⇒ (2) + 7 = 9 Acquired.
Cast Cure to heal 1d4 + 1 ⇒ (2) + 1 = 3 cards: Blessing of the Gods, Blessing of the Ancients, Shield Cloak
Recharge Cure.
Discard Blessing of Qi Zhong to heal: Blessing of Maat to explore/examine Loc 6: GoS card 5: Splint Mail
Recharge hand, reset hand, discard Volcanic Storm.
Splint Mail banished.
Cast Channel the Gift to draw Cure. Recharge Channel the Gift.
Cast Cure to heal 1d4 + 1 ⇒ (2) + 1 = 3 cards: everything but Blessing of Ra.
Recharge Cure.
Discard Blessing of the Gods to explore/examine Loc 6: GoS card 6: Filter Hood
Recharge hand, reset hand, discard Volcanic Storm.
Filter Hood banished.
Discard Blessing of Qi Zhong to heal: Blessing of Ra to explore/examine Loc 6: GoS card 7: Safety Bubble
Recharge hand, reset hand, discard Blessing of Ra.
Divine 11: 1d8 + 7 ⇒ (4) + 7 = 11 Acquired.
Display Safety Bubble.
Cast Cure to heal 1d4 + 1 ⇒ (1) + 1 = 2 cards: Blessing of the Gods, Blessing of Ra, Blessing of Qi Zhong
Recharge Cure.
End of turn:
Name Blessing and examine: Shrieking Plant.Trigger
Discard Blessing of Abadar for 2d10
Survival 9: 1d10 + 3 + 2d10 ⇒ (1) + 3 + (9, 3) = 16 Success, Shrieking Plant still on top.
Draw up to 7.
Skills and Powers:Hand: Eruption, Restorative Touch, Blessing of Abadar, Blessing of Maat, Blessing of Pharasma, Blessing of the Ancients, Blessing of the SpellboundSkills STRENGTH d6
DEXTERITY d6
CONSTITUTION d8
INTELLIGENCE d4
WISDOM d10 +1
Craft +1
Survival +2
CHARISMA d8 +4
Divine +3Powers
HAND SIZE 6 ☑7 ☐ 8
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. (☐ If any of those cards have the Divine trait, you mya recharge a random card (☐ or 2 random cards) from your discard pile.) 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 (☐ 4) to your check that invokes the Attack trait.
☑ You may recharge a card that has the Divine trait to examine the top card (☑ or top 2 cards) of a location deck at any occupied location (☐ and during this examination, you may ignore any powers on the examined card).
☐ When you would bury or discard an armor for its power, you may recharge it instead.
☐ When you would discard or bury a card to examine a location deck, you may recharge it instead.Favored Card Type: Spell
Weapon 1 ☐ 2
Spell 6 ☑ 7 ☑ 8
Armor 2 ☐ 3 ☐ 4
Item 1 ☐ 2 ☐ 3
Ally 1 ☐ 2
Blessing 4 ☑ 5 ☑ 6
Displayed: Curse of the Sphinx, Safety Bubble
Deck: 14 Discard: 3 Buried: 4
Notes: Shirt reroll used in 4-4B.
Restorative Touch:Restorative Touch
Spell 3Traits
Magic
Divine
HealingPowers
Reveal this card and choose a character at you location to banish up to 2 cards displayed next to her that are scourges and/or have the Curse trait, then shuffle 1d4+1 random cards from her discard pile into her deck.
After playing this card, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may attempt a Divine 11 check to recharge it instead.Blessing of Maat:Blessing of Maat
Blessing 2Traits
Divine
MaatPowers
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.Blessing of Pharasma:Blessing of Pharasma
Blessing BTraits
Divine
PharasmaPowers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.Blessing of the Spellbound:Blessing of the Spellbound
Blessing BTraits
Arcane
Divine
BasicPowers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Arcane or Divine trait.
Discard this card to explore your location.Curse of the Sphinx:Curse of the Sphinx
Scourge 4Traits
Curse
SphinxPowers
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.
Safety Bubble:Safety Bubble
Spell 4Traits
Magic
Arcane
DivinePowers
Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Skizza by Greenclaw |

Skizza recharges Blessing of Alkenstar and Blessing of Abadar for temp close
It is the hour of the Elements
Explore Garden of Symmetry 3
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Ranger
To Defeat:
Combat 19 When you examine this card and before you act, succeed at an Intelligence, Perception, Wisdom or Stealth 8 check; otherwise recharge 1d4 cards, reset your hand then you are dealt 1d6 Combat damage.
If defeated, if your check to defeat exceeded 27, each character at your location is dealt 1d4 Cold damage.
If defeated, you may immediately attempt to close the location this henchman came from.
BYA Intelligence DC8: 1d10 + 2 ⇒ (7) + 2 = 9
Recharge Emerald of Dexterity for odd die.
The cultist finally comes into view and Skizza is ready...or at least readyish. BANG!
Reveal Shock Musket +1
Combat (Ranged) DC19: 1d10 + 5 + 1d10 + 1 ⇒ (9) + 5 + (6) + 1 = 21 Defeated!
Recharge Venomous Buckler Gun for odd die.
Relieved that the cultist has been disposed of, Skizza feels brave enough to continue exploring...well, brave enough to send his gnomish friend ahead to scout out more of the garden.
Discard Silver Balladeer to explore again.
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 5 During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Wisdom DC5: 1d6 ⇒ 3 Fail
Recharge Shock Musket +1 for odd die
"Hey, Skizza? You want to learn a spell that helps find undead monsters and things?" the gnome calls back over (or through) a small hedge, poking a scroll through the foliage.
"Nah! That sounds like a scam. Who'd want to find those things anyway...I bump into enough of those things on my own without going looking for more!" Skizza scoffs at the scroll and discards it.
Discard Blessing of Wadjet to examine next card (and explore)
Weapon B
Traits:
Scythe
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add 2 to your check for each die rolled. If not proficient with weapons, the difficulty of this check is increased by 4.
Strength: 2d4 ⇒ (1, 2) = 3 Fail. No more cards left to recharge.
Finally getting a little bored of the garden, Skizza starts preparing to hopefully meet up with the gang and end this mission once and for all.
End Turn. Choose Armor. Examine top card of location: Blast Glyph. No more cards, so no need to make trigger check. Reset Hand.
Hand: Alchemist's Fire, Blunderbuss, Blessing of the Savored Sting, Blessing of Alkenstar 1, Parrot, Toxic Blunderbuss +1, Navigator Musket +1,
Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes: Use blessings as needed.
Sideboard cards:
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Ranged: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Craft: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2
Role: Gulch Gunner
Favored Card: Item or Weapon
Hand Size: 5 [X]6 [ ]7 [ ]8 [ ]9
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. ([X] If you still fail the check and its against a monster that is not immune to the Mental trait, you may evade it.)
[X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card you may banish it to explore your location.)
[ ] At the start of your turn, you may discard ([ ] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
[ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.

Adowyn - Chthonicthul |

Turn 10: Adowyn/Blessing of Nethys
Explore Garden of Symmetry #1 card #1: Alchemist's Suit
A dandy in some strange garb which include multitudinous pickets, gizmos and gadgets disrobes right in front of where Adowyn stands. When she looks at him incredulously, he says, "This garden! It demands simplicity, not accouterment! You should follow suit! No? Well, here, take this then." He hands her his strange suit and skips off into a hedge maze. She tries to decide if this weird garb is worth keeping.
Intelligence 7 to acquire Alchemist's Suit, it being the first check of the turn to add 1d6: 1d6 + 1d6 ⇒ (6) + (4) = 10
It looks like it will fit, so Adowyn tries it on.
Discard Blessing of Erastil to explore Garden of Symmetry #1 card #1: Lamia Sisters
Twin lion-bodied weapon step out of the hedge maze, licking bloody chops and laughing about some naked fool they'd just eaten. They see Adowyn and decide they see their next meal.
Combat 14 to defeat Lamia Sisters, revealing Returning Throwing Axe +1: 1d10 + 6 + 1d8 + 1 ⇒ (2) + 6 + (6) + 1 = 15 Wow! Four dice in a row without odds.
Combat 16 to defeat Lamia Sisters, recharging Returning Throwing Axe +1: 1d10 + 6 + 1d8 + 1 + 1d6 ⇒ (4) + 6 + (2) + 1 + (6) = 19 Wow wow! Seven die run! Too bad I can't close.
A few tosses of her axe, and some feinting and jabbing by Leryn, and the evil lamia are no more. She moves on...
Examine top card of deck as per character power: Fiery Glare. I get to do this trick again; as per scenario power, choose a boon type - let's go with, I dunno, SPELL, and examine top of deck. Craziness! A spell! Draw it.
Reset hand and end turn, discarding Fiery Glare as free discard. Only one card left in deck - a blessing.
Hand: Alchemist's Suit, Compass, Force Shortbow +1, Major Cure, Blessing of the Elements (acquired),
Displayed: Leryn,
Deck: 15 Discard: 6 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [X] +1 [X] +2 [X] +3 [ ] +4
Ranged: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X ] +1 [X] +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 ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
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
Oh man! No doubles in my hand... I can't temp close this location until next turn unless I get a card somewhere. Nuts.

Athnul 134467-1003 |

Start of turn, blessing is Concordance's Favor. Choose Ally. First Ally with one of the traits in the spoiler section is Reed Moccasin!
A small furry creature wearing a bandana with the sigil of the Concordance faction scampers up to Atunul as she makes her way through the gardens. She pets the creature and makes a note to thank the faction later.
Move to Location 3. Recharge displayed mask and banish the monster next to it. Encounter only remaining card: BotA.
Divine 3: 1d4 ⇒ 4 Success! and Even, so no recharges.
Attempt to close, recharge 2 blessings: Ancients and Gozreh
When closed: 1d6 ⇒ 2 Recharge Amulet of Furious Fists and BoCC from discard pile
Location 3 closed!
End turn, no cards to examine. Reset hand, drawing 0
Hand: Blessing of Abadar B, Blessing of Lamashtu, Blessing of Abadar 3, Blessing of Bastet, Minotour Mercenary, Crown of Swords, Reed Moccasin ,
Displayed:
Deck: 12 Discard: 5 Buried: 0
Notes: Lots of blessings! Use them freely, but save me one!
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 [x]+3 [ ]+4
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Favored Card: Blessing
Hand Size: 7
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.)
[ ] When you play a spell and would banish it, you may bury ([ ] or discard) it instead.
[x] When you encounter a monster, you may examine the next card in your location deck; if it is a weapon or armor ([x] or any boon), add 1d6 ([ ] plus its adventure number) to your checks to defeat that monster.
[ ] Blessings played on your check to defeat a villain or henchman may add 1d12 instead of the normal die. ([ ] You may recharge any such blessing you played instead of discarding it.)

Athnul 134467-1003 |

Before moving, I had to deal with the storm:
Lightning storm: 1d4 ⇒ 2 Discard crown and minotaur as damage.
New location: 1d6 ⇒ 3 Oh great, the location I moved to.
End of turn, would have drawn 2 cards instead of 0.
Reposting hand:
Hand: Blessing of Abadar B, Blessing of Lamashtu, Blessing of Abadar 3, Blessing of Bastet, Reed Moccasin , Blessing of Maat, Mindblade,
Displayed:
Deck: 10 Discard: 7 Buried: 0
Notes: Lots of blessings! Use them freely, but save me one!
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 [x]+3 [ ]+4
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Favored Card: Blessing
Hand Size: 7
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.)
[ ] When you play a spell and would banish it, you may bury ([ ] or discard) it instead.
[x] When you encounter a monster, you may examine the next card in your location deck; if it is a weapon or armor ([x] or any boon), add 1d6 ([ ] plus its adventure number) to your checks to defeat that monster.
[ ] Blessings played on your check to defeat a villain or henchman may add 1d12 instead of the normal die. ([ ] You may recharge any such blessing you played instead of discarding it.)

MorkXII |

BEFORE MOVING:
Recharge Blessing of the Spellbound (char power) to examine (Curse of the Sphinx) Loc 6 card 8: Shrieking Plant. Trigger!
Stealth 9: 1d4 ⇒ 3 Failed/
Recharge Blessing of Abadar for odd die result.
Shrieking Plant examine card 9 and 10.
Card 9: The Second Law Triggered, displayed.
Card 10: Cultist of Areshkagal Trigger
Stealth 8: 1d4 ⇒ 2 Failed.
Recharge: 1d4 ⇒ 1 cards: Blessing of Pharasma and reset hand and take Damage: 1d6 - 1d4 ⇒ (6) - (1) = 5 (Safety bubble). Recharge Shield Cloak to reduce by 3. Discard Create Mindscape and Blessing of Ra.
Shrieking Plant encounter card 10: Cultist of Areshkagal
BYA Stealth 8: 1d4 ⇒ 4 Failed.
Recharge: 1d4 ⇒ 1 card: Restorative Touch and reset hand and take Damage: 1d6 - 1d4 ⇒ (2) - (2) = 0 (Safety bubble).
Cast Ice Storm.
Combat 19-27: 1d8 + 7 + 2 + 3d8 ⇒ (5) + 7 + 2 + (5, 7, 3) = 29
Recharge Cloudburst, Eruption, Find Traps, Blessing of Maat for odd die results.
Recharge Ice Storm
Cold damage for exceeding 27: 1d4 - 1d4 ⇒ (2) - (3) = -1. None.
Recharge Blessing of Qi Zhong and Blessing of the Ancients to close.
Recharge Safety Bubble.
MOVE STEP: Move to Loc 4
Explore/examine (curse of the sphinx): Userib
Henchman 4
Type: Monster
Traits:
Trigger
Maftet
Cultist
Cleric
To Defeat:
Combat 15
THEN Combat 17 When you examine this card and before you act, succeed at an Arcane or Divine 7 check; otherwise recharge 1d6 cards, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If defeated, if 1 or more checks to defeat exceeded 26, each character at your location is dealt 1d4 Fire damage.
If defeated, you may immediately attempt to close the location this henchman came from.
Auto-fail Arcane check, no cards in hand. Reset hand, take 1d4 ⇒ 3 Mental damage. Discard Cure, Find Traps, Sun Falcon Pectoral.
Skizza temp closes by recharging two weapons.
BYA Arcane 7: 1d4 ⇒ 4 Failed.
Recharge 1d6 ⇒ 4 (all) cards, reset hand, take 1d4 ⇒ 2 Mental damage. Discard Shield Cloak, Cloudburst.
Cast Eruption
Combat 15: 1d8 + 7 + 2 + 3d8 + 2 ⇒ (3) + 7 + 2 + (8, 4, 6) + 2 = 32
Recharge Restorative Touch for odd die result.
Recharge Eruption.
Punching the villain for the second check with Blessing of Abadar, burying Athnul's BoLamashtu for 2 dice, Adowyn's BotElements +1 for a die, Skizza's Blessing of Alkenstar for +d12, Adowyn's Force Shortbow +1 for +d4
Combat 17: 1d6 + 1d6 + 2d6 + 1d6 + 1d12 + 1d4 ⇒ (3) + (6) + (2, 2) + (6) + (1) + (4) = 24 Defeated.
We win!

Development |
Several maftet cultists lie dead, and the others have scattered, crying out for their sphinx patron to help as they flee toward the ruined fortress. You take a moment to study the expanse of bizarre patterns they created by carefully arraying stones atop the rocky soil. The patterns align with the partly healed tattoos incised on the fallen cultists’ skin, and you can’t help but be reminded of the ritual foci you helped arrange for Ashasar.
The fleeing maftets have almost reached the citadel but thankfully have received no sign of reinforcements. Could the sphinx be preparing an even more powerful ritual for the fiend Koth’Vaul without knowing it? Worse, how might the Mana Wastes’ unpredictable magic affect this rite?
If you are to intervene, you need to hurry. You set off after the fleeing maftets, hoping to catch them before they bring the wrath of the sphinx down upon you.

Reward Summary |
SCENARIO REWARD
For the rest of the Adventure Path, 1 character may temporarily replace 1 ally in her deck with the loot Erayu and 1 character may temporarily replace 1 ally in his deck with the ally Maftet Hunter. At the end of each scenario, return these cards to the game box.
UPGRADE POOL
Stone Weasel (Ally C)
Reed Moccasin (Ally 3)
Alchemist's Suit (Armor 2)
Day Star Half-Plate (Armor 3)
Blessing of Thoth (Blessing 1)
Blessing of Wadjet (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of Ra (Blessing B)
Blessing of Abadar (Blessing C)
Blessing of the Elements (Blessing B)
Blessing of the Ancients (Blessing B)
Wand of Scorching Ray (Item 3)
Good Omen (Spell B)
Find Traps (Spell B)
Fiery Glare (Spell B)
Eruption (Spell 4)
Ice Storm (Spell 4)
Safety Bubble (Spell 4)
Poisoned Sand Tube (Weapon B)

Athnul 134467-1003 |

Ally 3: 1d1000 ⇒ 45 Rogue Ape.
Blessing 1: 1d1000 ⇒ 135 Achaekek

Skizza by Greenclaw |

Item 3: 1d1000 ⇒ 905 Wayfinder
Ally 3: 1d1000 ⇒ 502 The Viper

Athnul 134467-1003 |

Looks like everybody gets their top choice. I'm actually going to change my mind and grab Bo Achaekek, Replacing my deck B Abadar.

Scenario Intro |
4-P2: DANGEROUS CARGO - NYCTESSA
Here in Quantium, a center for arcane study, magical flourishes are everywhere, so the dizzying array of magical runes lining the sides of the tightly guarded prison wagon ahead of you seems almost commonplace. As it disappears into a narrow alleyway, you quicken your pace. The wagon holds the notorious alchemist Dalsig Kholoran, infamous for stealing troves of lore about fleshwarping and using them to conduct gruesome experiments. Kholoran has been sentenced to spend the rest of his life in the inescapable prison at Valkas Isle, but Society contacts have warned that Pasha Muhlia al-Jakri might seek an alliance with this brilliant and depraved man. Time is running short before Kholoran meets his fate, yet there are still no signs of the pasha’s agents. After witnessing the devastation that her other agents could inflict, you hope that your venturecaptain’s
fears will prove no more than justified caution.
You’ll have no such luck.
You enter the alleyway in time to see a horde of undead monstrosities rise from the ground to menace the guards. Meanwhile, a pale woman with vacant white eyes points a staff crafted from a human spine at the wagon. Dark energy arcs forward, making the wagon’s protective runes shudder. Before you can rush forward to contain the prisoner, a guard points a finger at you, shouting, “Watch out; she’s got backup!”
You’d better resolve this situation quickly and carefully.
DURING THIS SCENARIO
•When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
•Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
•When a bane from the siege deck is undefeated, banish a card from a random open location deck.
•If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
•To win the scenario, a location must be open while the siege deck is empty.
VILLAIN
Villain 3
Type: Monster
Traits: Wizard Dhampir
To Defeat: Combat 16 OR Divine 12
Before you act, a character at your location summons and encounters the henchman Natron Zombie; if it is not defeated, the difficulty to defeat is increased by 1d4. Then, you may bury an ally; if you do not, the difficulty to defeat is increased by another 1d4.
If Nyctessa would be defeated, reroll the dice. Nyctessa is defeated or undefeated based solely on the result of the new roll.
HENCHMEN
Henchman 1
Type: Monster
Traits: Undead
To Defeat: Combat 12 OR Arcane Divine 10
The Beheaded is immune to the Mental and Poison traits.
Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type:
1. Fire
2. Acid
3. Cold
4. Electricity
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 2
Type: Monster
Traits: Undead Skeleton Aristocrat
To Defeat: Wisdom Charisma Diplomacy 9 THEN Combat 13
Old Eye-Taker is immune to the Cold, Mental, and Poison traits.
During the encounter, recharge a card before you play a card.
If your check to defeat has the Piercing or Slashing trait, the difficulty is increased by 1d6.
If defeated, you may immediately attempt to close the location this henchman came from.
Henchman 2
Type: Monster
Traits: Undead Ghoul
To Defeat: Combat 13
Gaunt Cadaver is immune to the Mental and Poison traits.
Before you act, Gaunt Cadaver deals 1 Poison damage to you.
After you act, suffer the scourge Curse of Withering. If you explore again during this turn, banish a Curse of Withering displayed next to your deck.
Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Scenario Update |

During This Adventure: •The adventure deck number is 3. The scourge die is 1d6+1.
•When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor.
During This Scenario:
•When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
•Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
•When a bane from the siege deck is undefeated, banish a card from a random open location deck.
•If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
•To win the scenario, a location must be open while the siege deck is empty.
Location #1: Embalming Parlor
At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ? :0
Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ? :0
Location #3: Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ? :0
Location #4: The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: No effect.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ? :0
Location #5: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 2 Ba: 2 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ? :0
Location #6: Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ? :0

Adowyn - Chthonicthul |

Adowyn will start at the Embalming Parlor
Hand: Wolverine, Blessing of Shizuru, Major Cure, Hatchetbird, Animalbane Crossbow +2,
Displayed: Leryn,
Deck: 14 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [X] +1 [X] +2 [X] +3 [ ] +4
Ranged: Dexterity +3
Constitution d6 [ ] +1 [ ] +2
Intelligence d6 [ ] +1 [ ] +2
Wisdom d8 [X ] +1 [X] +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 ([X] or a barrier), you may examine the top card of your deck; if it has the Animal trait, you may draw it. ([X] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter. Then you may examine the top card of your location deck.
[X] Add 1d6 to the first check of your turn.
[X] When you encounter a barrier, you may draw a card.
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

Athnul 134467-1003 |

Start at Shiny Bauble.
Hand: Frog, Mask of Stolen Mien, Blessing of Gozreh, Blessing of Bastet, Blessing of Achaekek, Ring of Wave Walking, Dreamstalker,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Lots of blessings! Use them freely, but save me one!
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 [x]+3 [ ]+4
Perception: Wisdom +2
Charisma d6 [ ]+1 [ ]+2
Favored Card: Blessing
Hand Size: 7
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.)
[ ] When you play a spell and would banish it, you may bury ([ ] or discard) it instead.
[x] When you encounter a monster, you may examine the next card in your location deck; if it is a weapon or armor ([x] or any boon), add 1d6 ([ ] plus its adventure number) to your checks to defeat that monster.
[ ] Blessings played on your check to defeat a villain or henchman may add 1d12 instead of the normal die. ([ ] You may recharge any such blessing you played instead of discarding it.)

Skizza by Greenclaw |

Skizza will visit Deek to help others get better choices. He'll start at Caravanserai
Hand: Navigator Musket +1, Shy Ratani, Pistol +1, Toxic Blunderbuss +1, Blessing of Kofusachi, Blessing of Abadar, Parrot,
Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Use blessings as needed. Abadar add 2 dice to any check to defeat a barrier.
Sideboard cards:
Dexterity d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Disable: Dexterity +2
Ranged: Dexterity +2
Constitution d6 [ ]+1 [ ]+2
Intelligence d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Craft: Intelligence +1
Wisdom d6 [ ]+1 [ ]+2
Charisma d6 [ ]+1 [ ]+2
Role: Gulch Gunner
Favored Card: Item or Weapon
Hand Size: 5 [X]6 [ ]7 [ ]8 [ ]9
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. ([X] If you still fail the check and its against a monster that is not immune to the Mental trait, you may evade it.)
[X] When you attempt a check to acquire a weapon or an item, you may use your Craft skill instead of any listed skill. ([ ] If you acquire the card you may banish it to explore your location.)
[ ] At the start of your turn, you may discard ([ ] or recharge) a random card; if you do, draw a random card that has the Alchemical or Firearm trait from your discard pile.
[ ] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.

Traders |

Falsin Deek
Item 3
Traits: Liquid Poison
To Acquire: Intelligence Craft 9
Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
Item 3
Traits: Wand Attack Fire Ranged Magic Arcane
To Acquire: Intelligence Arcane 8
For your combat check, bury this card to roll 4d6. After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.
Item 3
Traits: Object Alchemical Mummy
To Acquire: Intelligence Craft Arcane 9
Banish this card and bury a card to add 1d12 to a check against a monster by a character at your location. Add an additional 1d6 if the monster has the Undead trait, or 2d6 if the monster has the Mummy trait. If you would not defeat it, evade it instead; otherwise, the monster is defeated.
Item 4
Traits: Staff Attack Alchemical
To Acquire: Strength Melee 10 OR Intelligence Craft 12
For your combat check, reveal this card and recharge an item that has the Alchemical trait to use your Melee or Craft skill + 3d6. Add an additional 1d6 if the bane has the Undead or Poison trait.

Scenario Update |

During This Adventure: •The adventure deck number is 3. The scourge die is 1d6+1.
•When creating the blessings deck, replace 1 blessing with the favor Silver Crusade Favor.
During This Scenario: •When building the location decks, set aside the henchmen, monsters, and barriers; shuffle them into a siege deck, then display the support card Defensive Stance next to this card.
•Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
•When a bane from the siege deck is undefeated, banish a card from a random open location deck.
•If you succeed at a check to defeat Nyctessa by less than 6, you may draw an ally and a blessing from the box. When Nyctessa is defeated, if there are more than 5 cards in the siege deck, banish the bottom card of that deck and shuffle Nyctessa into it.
•To win the scenario, a location must be open while the siege deck is empty.
Additional Rules:
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
Turn: 1, Athnul/eddiephlash
1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy
Monsters
Monster 2
Traits:
Construct
Golem
Elite
To Defeat:
Combat 14 The Carrion Golem is immune to the Attack, Mental, and Poison traits.
Before you act, discard the top card of your deck.
If undefeated, discard the top 2 cards of your deck.
Monster 4
Traits:
Elemental
Outsider
Cold
To Defeat:
Combat 16 The Ice Elemental is immune to the Cold and Poison traits. If your check to defeat has the Electricity trait, you may reroll checks against the Elder Ice Elemental, you must take the new result.
Before you act, succeed at a Constitution or Fortitude 8 check otherwise you may only play one card on the check to defeat.
All damage dealt by the Ice Elemental is Cold damage.
Monster 1
Traits:
Construct
Elite
To Defeat:
Stealth 8
OR Combat 11 The Guardian Scroll is immune to the Bludgeoning, Mental, and Poison traits. If the check to defeat has the Fire trait, add 1 die.
Monster 1
Traits:
Trigger
Vermin
Acid
Elite
To Defeat:
Combat 9 When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Monster 4
Traits:
Construct
To Defeat:
Combat 17 The Elemental Arachnid is immune to the Mental and Poison traits. You may play any number of armors in this encounter.
Before you act, you are dealt 1 Acid damage, then 1 Cold damage, then 1 Electricity damage, then 1 Fire damage.
If undefeated, the Elemental Arachnid deals no damage; instead, you are dealt 1d4 Acid damage, then 1d4 Cold damage, then 1d4 Electricity damage, then 1d4 Fire damage.
Barriers
Barrier 2
Traits:
Trap
Magic
Fire
Elite
To Defeat:
Constitution 6
OR Dexterity
Acrobatics
Disable 8 If undefeated, each character at your location is dealt 1d4 Fire damage.
Barrier 1
Traits:
Trigger
Curse
Undead
Elite
To Defeat:
Wisdom
Intelligence
Charisma
Diplomacy 7 When you examine this card, suffer the scourge Curse of Daybane then banish this card.
If undefeated, suffer the scourge Curse of Daybane, then banish this card.
Barrier C
Traits:
Trap
Elite
To Defeat:
Dexterity
Acrobatics
Wisdom
Survival 9 If undefeated, display this barrier next to your location, then shuffle your character token into your location. While your character token is in this location, evade any bane you would encounter and you may not move. If a character reveals your character token, place it at your location and banish this card.
Barrier 4
Traits:
Curse
Undead
To Defeat:
Wisdom
Divine 10
OR Charisma
Diplomacy 8 Each character at your location attempts a check to defeat the Eternal Captives. If any character fails, the barrier is undefeated; you are dealt 1d4 Cold damage then suffer the scourge Curse of the Sphinx.
Barrier 4
Traits:
Trigger
Obstacle
Sphinx
To Defeat:
Dexterity
Stealth
Perception
Wisdom 12 When you examine this card, recharge your hand, reset your hand, then you are dealt 1d4 Mental damage that may not be reduced.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 14 check to defeat this barrier.
Weapons
Weapon 1
Traits:
Whip
Melee
Piercing
Poison
Finesse
Elite To Acquire:
Strength
Melee 8 For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result.
If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.
Weapon 1
Traits:
Knife
Ranged
Slashing
Electricity
Magic
Elite To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally discard this card to add another 1d6.
If proficient with weapons, discard this card to ignore a non-villain monster's power that happens before you act.
If proficient with weapons, on your combat check, if you played another weapon, discard this card to add 1d4+1 and the Electricity trait.
Weapon 3
Traits:
Knife
Ranged
Piercing
Magic To Acquire:
Dexterity
Ranged 10 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
When playing another weapon, you may discard this card to add 2d4 to your combat check.
Weapon 2
Traits:
Sling
Ranged
Bludgeoning
Elite To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. You may additionally discard an item that has the Alchemical trait to add 2d6 and that item's traits.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at another location.
Weapon 1
Traits:
Knife
Melee
Slashing
Fire
Magic
Elite
Finesse To Acquire:
Strength
Melee 6 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.
On your combat check, if you played another weapon, discard this card to add 1d4.
Spells
Spell B
Traits:
Magic
Arcane
Divine
Attack
Poison
Elite To Acquire:
Intelligence
Arcane
Wisdom
Divine 4 For your combat check, discard this card to use your Arcane or Divine skill + 1d8. If the bane is a monster, you may use the result for any additional combat checks to defeat it.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.
Spell 3
Traits:
Magic
Arcane
Attack To Acquire:
Intelligence
Arcane 10 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.
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Electricity
Fire To Acquire:
Intelligence
Arcane
Wisdom
Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8+2. Ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Spell 4
Traits:
Magic
Divine
Healing To Acquire:
Wisdom
Divine 12 Display this card next to your location. While displayed, any character at this location may shuffle 1d4+1 random cards from his discard pile into his deck instead of his first exploration of his turn. Add 1d8 and the Magic trait to checks against banes that have the Undead trait at that location.
At the end of your turn, if you do not have the Divine skill, banish this card; otherwise, you may attempt a Divine 14 check. If you succeed, recharge this card; if you fail, discard it.
Armors
Armor C
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude
Craft 6 Recharge this card to reduce Combat damage dealt to you by 2, or 4 if the damage is dealt to you before or after you act.
If proficient with heavy 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 C
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 5 Recharge this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you by 3. You may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Armor B
Traits:
Clothing
Magic
Arcane
Divine
Elite To Acquire:
Constitution
Fortitude 6
OR Arcane
Divine 8 Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 2 or add 1d4 to your Arcane or Divine check.
Banish this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead; you may succeed at an Arcane or Divine 12 check to recharge it instead.
Armor 2
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude 8 Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Armor 1
Traits:
Shield To Acquire:
Constitution
Fortitude
Disable 6 Reveal this card to reduce Combat damage dealt to you by 2. You may play another armor.
Discard this card to reduce Acid, Combat, or Fire damage dealt to you by 4. You may play another armor.
Reveal this card to add 1 die to your Disable check. You may play another armor on this check.
Items
Item B
Traits:
Trigger
Object
Magic
Ra To Acquire:
Strength
Knowledge
Divine 5 When you examine this card, you may reveal a blessing that has the Ra trait to acquire this card.
Recharge this card to add 1 die to your non-combat Strength check or check against a bane that invokes the Fire trait.
Recharge this card to add the Fire trait to your check.
Item 4
Traits:
Accessory
Attack
Fire
Magic To Acquire:
Intelligence
Arcane 9 For your combat check, banish this card to roll 3d6+12.
After playing this card, succeed at an Arcane 9 check to recharge this card instead of banishing it.
Item 3
Traits:
Liquid
Poison To Acquire:
Intelligence
Craft 9 Reveal this card to add 1d8 and the Poison trait to your combat check with a weapon. After the check, succeed at a Craft or Disable 10 check or bury the top card of your deck.
Item 2
Traits:
Liquid
Alchemical To Acquire:
Intelligence
Craft 9 Recharge this card to ignore a non-villain bane that has the Undead trait's power that happens before or after you act.
Banish this card to banish a displayed card that has the Curse trait.
Item C
Traits:
Accessory
Magic
Pharasma
Veteran To Acquire:
Arcane
Divine
Knowledge 8 Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
Allies
Ally C
Traits:
Human
Rogue
Hireling To Acquire:
Charisma
Diplomacy 10 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 4
Traits:
Undead
Ghost
Incorporeal To Acquire:
Charisma
Diplomacy 12 Discard this card to add 2d6 and the Magic trait to a combat check at your location.
Bury this card to explore your location, adding 2d6 and the Magic and Undead traits to any combat checks during that exploration.
You may discard a card from the blessing deck to recharge this card instead of discarding it.
Ally B
Traits:
Halfling
Rogue
Aspis To Acquire:
Charisma
Diplomacy 8 When you would encounter a boon, you may recharge this card to exchange the boon with a random boon of the same type from the box.
Discard this card to explore your location, adding 1d4 to your checks to acquire items.
Ally 3
Traits:
Human
Fighter To Acquire:
Combat 11 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.
Ally B
Traits:
Human
Aspis
Sage To Acquire:
Charisma
Diplomacy 9 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.
Blessings
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing C
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing 2
Traits:
Divine
Maat To Acquire:
Divine 6
OR Constitution
Fortitude 10 Discard this card after any check is rolled to add or subtract up to 3 from the result.
Recharge this card to reduce damage dealt to you by 2.
Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Top of Blessing Discard Pile:
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessings Remaining: 29
Blessings Deck
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Isis
Blessing 3
Traits:
Divine
Isis
Acid To Acquire:
Divine 7
OR Intelligence
Craft 11 Discard this card to add 1 die and the Acid trait to any check.
Discard this card to add 2 dice to any Intelligence check or check that invokes the Acid or Construct traits.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge a random card that has the Magic trait from your discard pile.
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of Thoth
Blessing 1
Traits:
Divine
Thoth
Cold To Acquire:
Wisdom
Knowledge OR
OR Divine 10 Discard this card to add 1 die and the Cold trait to any check.
Discard this card to add 2 dice to any Wisdom non-combat check or check that invokes the Cold trait.
Discard this card to examine the top card of your location. If the card has the Undead trait, you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Nethys
Blessing C
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Abadar
Blessing B
Traits:
Divine
Abadar To Acquire:
Dexterity
Disable 6
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check to defeat a barrier.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Ancients
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of the Elements
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing of Osiris
Blessing 4
Traits:
Divine
Osiris
Healing To Acquire:
Divine 8 Discard this card to add 1d4 to any check that invokes the Healing trait.
Discard when you shuffle cards from your discard pile into your deck. Shuffle in an additional 1d4.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, each character at your location may recharge a random card from their discard pile.
Silver Crusade Favor
Favor 2
Traits: When you discard this card from the blessings deck, each character may recharge a card from his discard pile or a random card from his buried cards.
While this card is on top of the blessings discard pile, you may add 1d4 to your check against a card that has the Divine or Healing trait.
Blessing of Wadjet
Blessing B
Traits:
Divine
Wadjet To Acquire:
Divine 5
OR Intelligence
Knowledge 7 Reveal this card to add 1d4 to your check to acquire a boon.
Discard this card to add 2d8 to any check to acquire a boon.
Discard this card to examine the top card of your location; then you may explore your location, adding 1 die to your checks to acquire a boon during that exploration.
After you play this card, if it matches the top card of the blessings discard pile, draw a card.
Blessing of Horus
Blessing B
Traits:
Divine
Horus
Electricity To Acquire:
Divine 6
OR Dexterity
Ranged 7 Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Ra
Blessing B
Traits:
Divine
Ra
Fire To Acquire:
Divine 6
OR Strength
Melee 8 Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing of Pharasma
Blessing B
Traits:
Divine
Pharasma To Acquire:
Intelligence
Arcane
Divine 5 Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Siege Deck
M: 10 Ba: 11 W: 0 Sp: 0 Ar: 0 I: 0 Al: 0 Bl: 0 Hench/Vill: 0
Insanity Mist
Barrier 3
Traits:
Trigger
Trap
Magic
To Defeat:
None When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.
The First Law
Barrier 1
Traits:
Trigger
Curse
Law
Elite
To Defeat:
None When you examine this card, encounter it.
Display this card next to the scenario; it is defeated. While displayed, after a character's combat check against a monster, that character rolls her Wisdom or Knowledge skill and adds the difficulty of the combat check. If the result is less than or equal to the result of the combat check, suffer the scourge Curse of the Ravenous, then banish this card.
Vanth
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13 The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.
Fiendish Sphinx
Barrier 4
Traits:
Trigger
Trap
Arcane
Magic
Sphinx
To Defeat:
Intelligence
Knowledge
Arcane
Wisdom 12 When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.
Bonecrusher Hunter
Monster B
Traits:
Trigger
Gnoll
Veteran
To Defeat:
Combat 9 When you examine this card, encounter it and increase its difficulty to defeat by 3.
The difficulty to defeat is increased by the scenario's adventure deck number.
Grave Goods
Barrier 3
Traits:
Trigger
Cache
Curse
To Defeat:
Disable 10
OR Dexterity
Craft 12 When you examine this card, discard a blessing.
If undefeated, suffer the scourge Curse of Fevered Dreams.
If defeated, choose a type of boon other than loot and draw a card of that type from the box.
Baited Jewel Box
Barrier B
Traits:
Trigger
Cache
Lock
Poison
Veteran
To Defeat:
Disable 6
OR Craft 8 When you examine this card, shuffle a weapon, an armor, or an item from your hand into your location deck.
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated by at least 4, draw an item from the box.
If defeated by less than 4, you are dealt 1d4 Poison damage, then draw 2 items from the box.
Desert Trapper
Monster B
Traits:
Human
Veteran
To Defeat:
Combat 7 The difficulty to defeat is increased by the scenario's adventure deck number.
Each character may play no more than 1 card on the check to defeat.
Bonestorm
Monster 4
Traits:
Undead
Swarm
To Defeat:
Combat 17 The Bonestorm immune to the Mental and Poison traits.
Half of the damage (round down) from the Bonestorm may not be reduced.
If you do not defeat the Bonestorm by at least 4, shuffle it into the deck it came from; the Bonestorm still counts as defeated.
Mummy
Monster 4
Traits:
Undead
Mummy
To Defeat:
Combat 21 The Mummy is immune to the Cold, Mental, and Poison traits.
If your check to defeat the Mummy has the Fire trait, add 1d8.
If undefeated, after you act, bury your discard pile.
Corridor Dart Trap
Barrier B
Traits:
Trap
Construct
Veteran
To Defeat:
Dexterity
Disable
Stealth
Perception 6 The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, each character at your location is dealt 1d4 Ranged combat damage. First choose allies to discard as your damage, if you have any.
Telekinesis Trap
Barrier 2
Traits:
Trap
Arcane
Magic
Elite
To Defeat:
Arcane
Divine 12
OR Constitution
Disable 9 If undefeated, you are dealt 3 Combat damage; display this card next to its location deck. While displayed, characters at this location may not move, be moved, or explore. At the end of your turn, the Telekinesis Trap deals 1d4+1 Acid damage to you.
At the end of your move step, succeed at a Strength, Dexterity, or Acrobatics 11 check to banish this card.
Elder Ifreeti
Monster 4
Traits:
Elemental
Outsider
Janni
Fire
To Defeat:
Combat 19 The Elder Ifreeti is immune to the Fire trait. All damage dealt by the Elder Ifreeti is Fire damage.
If the check to defeat the Elder Ifreeti has the Cold trait, add 1d8.
If defeated, choose a non-loot type of boon and draw a random card of that type from the box.
Steel Scorpion
Barrier 4
Traits:
Trap
Lock
Poison
To Defeat:
Dexterity
Disable
Stealth 10
OR Strength 13 If undefeated, you are dealt 1d4 Poison damage then display this card next to your deck.
While displayed, you may not move. At the end of your turn, 1 character at your location may succeed at a check to defeat this barrier.
Scarab Swarm
Monster B
Traits:
Trigger
Vermin
Swarm
Poison
Veteran
To Defeat:
Combat 6 When you examine this card, you are dealt 1 Poison damage. Then encounter this card.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by less than 4, and the check to defeat does not have the Fire trait, shuffle the Scarab Swarm into the deck it came from.
Vanth
Monster 2
Traits:
Outsider
Psychopomp
To Defeat:
Combat 13 The Vanth is immune to the Poison trait.
Before you act, suffer a scourge.
Alchemical Gas
Barrier B
Traits:
Obstacle
Acid
Elite
To Defeat:
Intelligence
Disable
Craft 7 If undefeated, display this barrier next to the location deck.
If you start your turn at this location, bury a weapon or an armor. Then you may succeed at a Constitution, Fortitude, Intelligence, or Craft 7 check to banish this card.
Rukh
Monster 3
Traits:
Animal
Acid
To Defeat:
Combat 13
THEN Combat 13 If your check to defeat does not have the Attack or Ranged trait, the difficulty is increased by 4.
Damage dealt by the Rukh is Acid damage.
If undefeated, move to a random location.
Burning Child
Monster 3
Traits:
Undead
Fire
To Defeat:
Combat 16
OR Charisma 10 The Burning Child is immune to the Fire, Mental, and Poison traits.
If the check to defeat the Burning Child has the Cold trait, add 1d8.
If defeated with a combat check, shuffle the Burning Child into a random other open location. If defeated with a Charisma check, you are dealt 1d4 Fire damage.
Poison Blade Trap
Barrier B
Traits:
Trap
Poison
Slashing
Elite
To Defeat:
Dexterity
Acrobatics 5
OR Disable
Knowledge 7 If undefeated, each character at this location is dealt 1d4 Poison damage.
Location #1: Embalming Parlor
At This Location: Recharge an item to add the Acid, Cold or Poison trait to any check.
When Closing: Summon and defeat the henchman Natron Zombie.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 0 Bl: 2 ?: 0
Located/Displayed Here: Adowyn/Chthonicthul, None
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Item 2
Traits:
Accessory
Magic To Acquire:
Intelligence
Disable
Arcane
Wisdom
Divine 7 Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.
Item B
Traits:
Liquid
Magic To Acquire:
Intelligence
Wisdom 4 Banish this card to examine the top 3 cards of your location deck. You may succeed at a Wisdom or Divine 5 check to replace them in any order; otherwise, shuffle your location deck.
Blessing C
Traits:
Divine
Bastet
Gambling To Acquire:
Divine 6
OR Stealth
Disable
Craft 8 Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
Discard this card to examine the top card of your location. If it is a bane, encounter that bane and the bane may not be evaded; otherwise, you may encounter the card.
After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a non-blessing card that has the Gambling trait and draw it.
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10 For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Location #2: Golden Lake
At This Location: At the end of your turn, you may recharge up to 1d4+1 cards.
When Closing: Summon and defeat the henchman Graven Guardian of Nethys.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 0 Sp: 2 Ar: 1 I: 1 Al: 0 Bl: 1 ?: 0
Located/Displayed Here: None
Blessing B
Traits:
Divine
Basic To Acquire:
Divine 3 Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.
Armor 4
Traits:
Light Armor
Magic To Acquire:
Constitution
Fortitude
Charisma 11 Reveal this card to reduce damage dealt to you by 1 or to add or subtract 1 on your Charisma or Diplomacy check.
Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
If proficient with light armors, you may recharge this card to add 1d8 to your check that invokes the Poison trait.
Spell 1
Traits:
Magic
Divine
Fire
Veteran To Acquire:
Wisdom
Divine 5 Display this card next to your deck. While displayed, when you play a weapon on a combat check, add 1 plus the scenario's adventure deck number and the Fire trait. At the end of the turn, if you do not have the Divine skill, banish this card; otherwise, discard it, or you may succeed at a Divine 7 check to recharge it instead.
Spell 4
Traits:
Magic
Arcane
Divine
Attack
Cold To Acquire:
Intelligence
Arcane
Divine 11 For your combat check, discard this card to use your Arcane or Divine skill + 3d8. Ignore any non-villain monster's power that happens after you act.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.
Item 1
Traits:
Liquid
Cold
Poison
Alchemical To Acquire:
Intelligence
Craft
Knowledge 7 Reveal this card to add 2 and the Poison trait to your combat check; if the bane has the Undead trait, ignore its immunities. After the check, succeed at a Craft or Disable 7 check or bury the top card of your deck.
Banish this card to reduce Cold or Poison damage dealt to you to 0; then bury 1d4 random cards from your discard pile.
Location #3: Surgery
At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 0
Located/Displayed Here: None
Ally 1
Traits:
Half-Elf
Alchemist
Hireling
Aspis To Acquire:
Intelligence
Craft
Charisma
Diplomacy 10 If you fail to acquire this card, you are dealt 1d4 Poison damage.
Recharge this card to add your Craft skill and the Poison trait to a combat check by a character at your location.
Discard this card to explore your location.
Item C
Traits:
Object
Magic
Abadar To Acquire:
Disable
Perception
Arcane
Divine 10 Bury this card to banish a non-villain barrier that has the Lock, Obstacle or Trap trait that you encounter or is displayed next to your location.
After playing this card, you may discard a card that has the Abadar trait or succeed at an Arcane, Disable, or Divine 12 check to recharge this card instead of burying it.
Spell B
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 6 Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.
Item B
Traits:
Staff
Attack
Magic
Cold To Acquire:
Arcane
Divine 6 For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 2d4; this counts as playing a spell.
Bury this card to evade a non-villain, non-henchman monster you encounter.
Blessing B
Traits:
Divine
Nethys To Acquire:
Wisdom
Perception 8
OR Divine 5 Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order; then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Ally 1
Traits:
Half-Elf
Fighter To Acquire:
Melee
Charisma
Diplomacy 9 If you fail to acquire this card, you are dealt 1d4 Combat damage.
Recharge this card to add 1d4 to a combat check by a character at your location.
Discard this card to explore your location. During this exploration, add 2d4 to all combat checks.
Location #4: The Shiny Bauble
At This Location: At the start of your turn, you may examine the top card of the blessings deck; if it is a blessing, you may encounter it.
When Closing: If the top card of the blessings discard pile is a blessing, encounter and acquire it; otherwise, the location cannot be closed.
When Permanently Closed: No effect.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 2 Al: 0 Bl: 0 ?: 0
Located/Displayed Here: Athnul/eddiephlash, None
Spell 4
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 10 Discard this card to add 2d6 to a combat check against a monster that has the Undead trait at your location. Characters may not play other spells on this check.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 12 check to recharge this card instead of discarding it.
Weapon B
Traits:
Sling
Staff
Ranged
Bludgeoning
2-Handed
Elite To Acquire:
Dexterity
Ranged 8 For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6; you may additionally discard this card to add your Strength die.
If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 1d6 and that item's traits to a combat check by a character at another location.
Item 3
Traits:
Object
Magic
Arcane
Divine To Acquire:
Arcane
Divine 10 Display this card to put a spell from your hand faceup on this card. You may bury this card to put the spell into your hand. When you would bury this card for its power, you may succeed at a Craft 12 check to recharge it instead of burying it.
Item 1
Traits:
Object
Magic
Mummy To Acquire:
Wisdom
Divine
Survival 6 Recharge this card to examine the top card of your location deck. If the card has the Undead trait, you may evade or encounter it.
Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
Spell 3
Traits:
Magic
Arcane
Attack
Electricity To Acquire:
Intelligence
Arcane 10 For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.
Location #5: Towering Obelisk
At This Location: After playing a boon that has the Electricity trait, you may place it on top of your deck.
When Closing: Summon and defeat the henchman Aghash.
When Permanently Closed: On closing, you may banish a card that has the Curse or Haunt trait next to any character's deck.
M: 0 Ba: 0 W: 1 Sp: 2 Ar: 0 I: 0 Al: 1 Bl: 1 ?: 0
Located/Displayed Here: None
Weapon B
Traits:
Sword
Melee
Slashing
Finesse
Elite To Acquire:
Strength
Melee 7 For your combat check, reveal this card to roll your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
Spell 1
Traits:
Magic
Divine To Acquire:
Wisdom
Divine 5 During your turn, discard this card to examine the top card of your location deck. If it has the Undead trait, you may encounter it.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.
Ally B
Traits:
Undead
Mummy To Acquire:
Bury a card Recharge this card to reduce damage dealt to you by 2.
When you examine a card that has the Trigger trait, bury this card to ignore any powers on that card that happen when you examine it; shuffle it into its deck.
Discard this card to explore your location.
Blessing B
Traits:
Basic To Acquire:
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma 6 Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Spell 1
Traits:
Magic
Divine
Undead To Acquire:
Wisdom
Divine 4 When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location. When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Location #6: Caravanserai
At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
When Closing: Banish an item.
When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
M: 0 Ba: 0 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0
Located/Displayed Here: Skizza/Greenclaw, None
Item 4
Traits:
Object
Alchemical To Acquire:
Intelligence
Craft 9 Shuffle this card into your location deck to evade your encounter. You may succeed at a Craft 10 check to recharge this card instead of shuffling it into your location deck.
Ally 1
Traits:
Trigger
Human
Cleric To Acquire:
CharismaDiplomacyDivine 9 When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
If you fail to acquire Sebti the Crocodile, shuffle 3 random monsters from the box into your location.
Recharge this card to examine the top 2 cards of a location.
Discard this card to explore your location. Add 1d6 to Diplomacy checks during this exploration.
Item B
Traits:
Liquid
Alchemical To Acquire:
IntelligenceCraft 6 Discard this card to examine the top card of your location, then explore your location.
Banish this card to draw 1d4+1 random allies from your discard pile. Then you may shuffle any number of allies into your deck.
Weapon C
Traits:
Spear
Melee
Piercing
2-Handed
Magic To Acquire:
Strength
Melee 10 For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1 and add the Cold trait.
If you fail a combat check with this weapon, you may discard this card to reroll the dice; take the new result.
Item B
Traits:
Accessory
Magic
Pharasma
Veteran To Acquire:
Arcane
Divine
Knowledge 8 Recharge this card to add 1d8 plus the scenario's adventure deck number to your check that invokes the Undead trait. If the top card of the blessings discard pile has the Pharasma trait, use twice the adventure deck number instead.
Armor C
Traits:
Heavy Armor
Elite To Acquire:
Constitution
Fortitude 9 Recharge this card to reduce Combat damage dealt to you by 3. If proficient with heavy armors, you may also play an armor that has the Light Armor trait on this check.
Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.
Spell 1
Traits:
Magic
Arcane
Divine To Acquire:
Intelligence
Arcane
Wisdom
Divine 8 Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.