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

Game Master MorkXII

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

Curse of Poisoning:

Spoiler:
Curse of Poisoning
Scourge B

Traits
Curse
Poison

Check
None

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

Curse of Vulnerability:

Spoiler:
Curse of Vulnerability
Scourge B

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.

Curse of Daybane:

Spoiler:
Curse of Daybane
Scourge B

Traits
Curse
Undead

Check
None

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

You may only have 1 copy of this card displayed.

Curse of the Ravenous:

Spoiler:
Curse of the Ravenous
Scourge 1

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.

Curse of Withering:

Spoiler:
Curse of Withering
Scourge 2

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.

Curse of Fevered Dreams:

Spoiler:
Curse of Fevered Dreams
Scourge 3

Traits
Curse
Arcane

Check
None

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

You may only have 1 copy of this card displayed.

Curse of the Sphinx:

Spoiler:
Curse of the Sphinx
Scourge 4

Traits
Curse
Sphinx

Check
None

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

You may only have 1 copy of this card displayed.

Curse of Blindness:

Spoiler:
Curse of Blindness
Scourge 5

Traits
Curse

Check
None

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

You may only have 1 copy of this card displayed.

Curse of the Mummy:

Spoiler:
Curse of the Mummy
Scourge 6

Traits
Curse
Undead
Mummy

Check
None

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

You may only have 1 copy of this card displayed.


Sunburst Market


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

Skizza hears there are more items on the loose at the Guardian Vault so hurries to see if he can grab them.

Move to Guardian Vault
Explore

Galvanic Kopis +2:

Weapon 5

Traits
Knife
Ranged
Slashing
Electricity
Magic

Check
Dexterity
Ranged
10

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.


Recharge Venomous Buckler Gun for Zarta power
Ranged 10: 1d10 + 5 + 1d6 ⇒ (2) + 5 + (6) = 13 Acquired!

Discard Silver Balladeer to explore again.

Healer's Kit:

Item B

Traits
Tool
Healing

Check
Wisdom
Survival
Divine
6

Powers
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.


Recharge Emerald of Dexterity
Discard Blessing of Alkenstar to add 1d12
Wisdom 6: 1d10 + 1d12 ⇒ (7) + (7) = 14 Acquired and displayed next to location.
Draw random item for defeating by more than 6 and can banish Adowyn's curse if she likes.
Potion of Healing:

Item B

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

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


Attempt to close:
Random Scourge: 1d8 + 1 ⇒ (6) + 1 = 7
Curse of Fevered Dreams:

Scourge 3

Traits
Curse
Arcane

Check
None

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

You may only have 1 copy of this card displayed.


Bury Healer's Kit, Necklace of Fireballs, Ghost Battling Ring from next to location. Location closed
Random Location: 1d7 ⇒ 5 Stonework Passages
End Turn. Reset Hand.

Skizza once more manages to capture some items, but Zarta is onto the rat. Following him wherever he goes, the Paracountess retrieves the items just as quick as Skizza can snare them.

Skizza wrote:

Hand: Galvanic Kopis +2, Blessing of the Savored Sting, Shock Musket +1, Poisoned Bullets, Masterwork Tools, Potion of Healing, Ghostbane Shotgun +2,

Displayed:
Deck: 8 Discard: 6 Buried: 7
Notes: Use blessings as needed. Reroll used: Y
Sideboard cards:

Skills and Powers:
SKILLS

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

Curse of Fevered Dreams: Recharge hand
Redraw: 1d4 + 1 ⇒ (3) + 1 = 4

Skizza wrote:

Hand: Blessing of Abadar, Blessing of Sivanah, Navigator Musket +1, Toxic Blunderbuss +1,

Displayed: Curse of Fevered Dreams,
Deck: 11 Discard: 6 Buried: 10
Notes: Use blessings as needed. Reroll used: Y
Sideboard cards:

Skills and Powers:
SKILLS

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


Turn 11: Adowyn/Blessing of Isis
Move to Sculptors Lair

Keeping low, Adowyn and Leryn slip into a large chamber decorated with unfinished sculptures of all sizes.

Explore Sculptors Lair Card #1: Burglar's Bracers

A pair of bracers, black as nefarious deeds done in the night, hang on a peg just out of reach. Adowyn springs to catch them.

Intelligence 6 to acquire Burglar's Bracers, it being first check of turn and recharging Ice Storm for the Paracountess power: 1d6 + 1d6 + 1d6 ⇒ (2) + (3) + (3) = 8
She manages to grab them. She inspects them; they seem excellent, but not her style. She hangs them on a lower peg.

Display Burglar's Bracers at location.
Discard Elk to explore Sculptors Lair Card #2: Poison Spiked Pit Trap
Recharge Arboreal Armor to evade. Then examine top card of location deck (which needs to be random, because of evasion)
Top card of location deck: 1d9 ⇒ 7 Dagger of Doubling
Reset hand and end turn

Adowyn wrote:

Hand: Compass, Major Cure, Humanbane Crossbow +2, Animalbane Crossbow +2, Monkey,

Displayed: Leryn,
Deck: 11 Discard: 5 Buried: 0
Notes: Shirt reroll 4-E? Nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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

Play Major Cure on self: 1d4 + 1 ⇒ (4) + 1 = 5 Whole discard healed
Divine 10 to recharge Major Cure: 1d8 + 4 ⇒ (8) + 4 = 12 Recharged

Adowyn wrote:

Hand: Compass, Humanbane Crossbow +2, Animalbane Crossbow +2, Monkey,

Displayed: Leryn,
Deck: 17 Discard: 0 Buried: 0
Notes: Shirt reroll 4-E? Nope
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2
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


During This Adventure:
Loot List || Summoned Banes || Traders

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: 4-5A: ZARTA’S ASSESSMENT

  • After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.
  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.
    Paracountess Zarta Dralneen:
    Paracountess Zarta Dralneen
    Cohort 5

    Traits
    Human
    Aristocrat
    Bard

    Check

    Powers
    While displayed, any character may recharge a card to add 1d6 to his check.
    While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Insanity Mist:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Monster 2
    Spoiler:
    Living Sandstorms
    Monster 5

    Traits
    Elemental
    Outsider
    Trigger

    Check
    Combat
    18

    Powers
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.

    Monster 3
    Spoiler:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    12

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Monster 4
    Spoiler:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

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

    Monster 5
    Spoiler:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

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

    Barrier 2
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Barrier 3
    Spoiler:
    Rolling Sphere
    Barrier 3

    Traits
    Trap
    Obstacle

    Check
    Dexterity
    Acrobatics
    12

    Powers
    Before you act, each other character at your location must succeed at a Dexterity or Acrobatics 12 or Disable 9 check or bury her hand.
    If you fail the check to defeat, bury your hand. If you succeed, after the encounter, you may immediately explore your location.
    After you act, shuffle this card into a random other open location deck; the Rolling Sphere is defeated.

    Barrier 4
    Spoiler:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

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

    Barrier 5
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Rod of the Devoured Dawn
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Weapon 2
    Spoiler:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3
    Spoiler:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 4
    Spoiler:
    Thousand Stings Whip
    Weapon 4

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 5
    Spoiler:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Random Spells:
    Spell 1
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Named Bullet
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat checks against monsters that share a trait with the monster on this card other than Basic, Elite, and Veteran.
    At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.

    Spell 3
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Random Armors:
    Armor 1
    Spoiler:
    Canopic Wrap
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Knowledge
    Wisdom
    8

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

    Armor 2
    Spoiler:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Armor 3
    Spoiler:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    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 4
    Spoiler:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Armor 5
    Spoiler:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Random Items:
    Item 1
    Spoiler:
    Deliquescent Gloves
    Item 3

    Traits
    Accessory
    Alchemical
    Acid

    Check
    Dexterity
    Intelligence
    Craft
    8

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

    Item 2
    Spoiler:
    Jet of Anubis
    Item 4

    Traits
    Object
    Magic
    Anubis

    Check
    Charisma
    Diplomacy
    Stealth
    11

    Powers
    When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    Recharge this card to add the Poison trait and 1d4 to your combat check.

    Item 3
    Spoiler:
    Sunrod
    Item 4

    Traits
    Staff
    Attack
    Alchemical

    Check
    Strength
    Melee
    10
    OR
    Intelligence
    Craft
    12

    Powers
    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.

    Item 4
    Spoiler:
    Wing of Horus
    Item B

    Traits
    Object
    Magic
    Horus
    Trigger

    Check
    Dexterity
    Knowledge
    Divine
    6

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

    Item 5
    Spoiler:
    Knot of Isis
    Item 3

    Traits
    Object
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    11

    Powers
    When you examine this card, you may reveal a blessing that has the Isis trait to acquire this card.
    Recharge this card to add 1 die to your Intelligence non-combat check or check that invokes the Acid trait.
    Recharge this card to add the Acid trait to your check.

    Random Allies:
    Ally 1
    Spoiler:
    Druid of the Storm
    Ally 2

    Traits
    Human
    Druid
    Veteran

    Check
    Divine
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.

    Ally 2
    Spoiler:
    Sophronia
    Ally 4

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    12

    Powers
    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 3
    Spoiler:
    Reed Moccasin
    Ally 3

    Traits
    Animal
    Elemental
    Acid
    Poison

    Check
    Wisdom
    Survival
    10

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

    Ally 4
    Spoiler:
    Black Kiss
    Ally 1

    Traits
    Half-Elf
    Alchemist
    Hireling

    Check
    Intelligence
    Craft
    Charisma
    Diplomacy
    10

    Powers
    If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Hearth Elemental
    Ally 4

    Traits
    Elemental
    Fire

    Check
    See Below

    Powers
    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.

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

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 2
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessing 4
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 5
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Turn: 12 Athnul/eddiephlash

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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


    Blessings Remaining: 19
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Grazzle)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 2 (Turn 14 Skizza)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 3 (Turn 15 Adowyn)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 4 (Turn 16 Athnul)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 5 (Turn 17 Grazzle)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 6 (Turn 18 Skizza)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 7 (Turn 19 Adowyn)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 8 (Turn 20 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 9 (Turn 21 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 10 (Turn 22 Skizza)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 23 Adowyn)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 12 (Turn 24 Athnul)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 13 (Turn 25 Grazzle)
    Spoiler:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

    Powers
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck. 
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Blessings Deck Card 14 (Turn 26 Skizza)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 27 Adowyn)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 16 (Turn 28 Athnul)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 17 (Turn 29 Grazzle)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 18 (Turn 30 Skizza)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 19 (Turn 31 Adowyn)
    Spoiler:
    Dark Archive's Favor
    Favor 5

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle them into different open locations.
    While this card is on top of the blessings discard pile, after the roll, you may add 1d12 to your check to acquire an item.

    Alchemical Laboratory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:0
    Closed

    Alchemical Laboratory Card 1 - Bottled Lightning:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Alchemical Laboratory Card 2 - Canteen:
    Canteen
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Alchemical Laboratory Card 3:
    Embalming Fluid
    Item 1

    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

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

    Guardian Vault
    At This Location: If you move to this location you are dealt 2 Poison damage.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:0
    Located here: Adowyn,
    Notes: Burglar's Bracers displayed
    Poison Spiked Pit Trap

    Sculptors Lair Card 1 - Dagger of Doubling:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Sculptors Lair Card 2:
    Tooled Crocodile Skin
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Sculptors Lair Card 3:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Sculptors Lair Card 4:
    Djinn Favor Amulet
    Item 1

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    4
    OR
    Wisdom
    7

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

    Sculptors Lair Card 5:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    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.

    Sculptors Lair Card 6:
    Unwrapped Harmony
    Ally 2

    Traits
    Caligni
    Oracle
    Trigger

    Check
    Perception
    Charisma
    Diplomacy
    11

    Powers
    When you examine this card, shuffle it back into its deck.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.

    Sculptors Lair Card 7:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Sculptors Lair Card 8:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

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

    Sculptors Lair Card 9:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

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

    Warehouse
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Athnul, Grazzle

    Stonework Passages
    At This Location: Damage dealt to you is reduced by 1.
    When Closing: Succeed at a Wisdom or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, you may examine the top card of any location.
    M:1 Ba:3 W:0 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:0
    Located here: Skizza,

    Stonework Passages Card 1 - Corridor Dart Trap:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Stonework Passages Card 2:
    Grave Goods
    Barrier 3

    Traits
    Cache
    Curse
    Trigger

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Stonework Passages Card 3:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

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

    Stonework Passages Card 4:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

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

    Stonework Passages Card 5:
    Inevitable Trap
    Barrier 3

    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

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

    Stonework Passages Card 6:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Stonework Passages Card 7:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

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

    Vault of Hidden Wisdom Card 1 - Shocking Scimitar +2:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Vault of Hidden Wisdom Card 2 - Guecubu:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Vault of Hidden Wisdom Card 3:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Vault of Hidden Wisdom Card 4:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    Vault of Hidden Wisdom Card 5:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

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

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Vault of Hidden Wisdom Card 7:
    Telekinetic Enucleation
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    16

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

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

    Great Library of Tephu Card 1:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    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.

    Great Library of Tephu Card 2:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Great Library of Tephu Card 3:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Great Library of Tephu Card 4:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Great Library of Tephu Card 5:
    Ausetitha
    Ally 4

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    15

    Powers
    Display this card next to your deck. While displayed, you may add or subtract 5 from the result of a check on which you played a card of your favored card type.
    While displayed, when you display a scourge, bury this card.

    Great Library of Tephu Card 6:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Great Library of Tephu Card 7:
    Cenovath
    Item 5

    Traits
    Object
    Magic
    Mummy

    Check
    Intelligence
    Wisdom
    Survival
    14

    Powers
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or gain a spell of choice from the box.

    Great Library of Tephu Card 8:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Great Library of Tephu Card 9:
    Vision
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    Discard this card to examine all the cards in a location deck. If you find a villain, it escapes as if undefeated.
    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 15 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 10:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

    Powers
    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.


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

    Off turn, Karyukai Tea Set discarded when Gaurdian Vault was closed.

    It is the hour of Abadar, the perfect time to be disarming traps. Athnul makes her way toward the Stonework Passages, where a dart trap was earlier discovered.

    Explore card 1: Corridor Dart Trap. Discard recharge Bo Abadar (matches hourglass) to add 2 dice.
    Percep 6 + 2*5 = 16: 3d10 + 4 ⇒ (8, 3, 10) + 4 = 25 Defeated, Overkill
    Scourge: 1d8 + 1 ⇒ (5) + 1 = 6 Curse of Withering. Yuck

    Athnul easily dispatches the trap, and seems to be punished by the gods for succeeding so well. A withering curse covers her body. She presses onward.

    Discard blessing of Midnight Lord to explore card 2: Grave Goods. Reveal and recharge Achaekek to evade and explore again
    Random explore: 1d6 + 1 ⇒ (2) + 1 = 3 Smoked Glass Goggles
    Discard Bo Milani to add 2 dice
    Wis 6: 3d10 + 3 ⇒ (8, 4, 8) + 3 = 23 Success! Display next to location. Overkill so draw random item: Deliquescent Gloves, and banish my displayed curse of withering.

    Attempt to close. Discard BoCC.
    Wis 6 + 5 = 11: 2d10 + 3 ⇒ (5, 8) + 3 = 16 Success!
    Bury displayed glasses, plus my own Ring and Gloves to ensure Stonework Passages is closed.

    At the end of the passage, there is a strange set of goggles. She picks it up, and the gods must be pleased, as her curse vanishes, and the passage is closed off. Athnul slips out just in time, and shrugs off her confusion as to what just happened.

    End turn, reset hand, drawing 6

    Athnul wrote:

    Hand: Amulet of Furious Fists, Frog, Ascetic's Belt, Blessing of the Ancients, Riftwarden, Golden Serpent Armband, Mask of Stolen Mien,

    Displayed:
    Deck: 4 Discard: 9 Buried: 3
    Notes: Shirt reroll used. Feel free to use all but my last blessing.

    Skills and Powers:
    SKILLS

    Strength d6 [x]+1 [ ]+2 [ ]+3
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d10 [x] +1 [ ] +2
    Fortitude: Constitution +2
    Intelligence d4 [ ]+1 [ ]+2
    Wisdom d10 [x]+1 [x]+2 [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.)


    Discarding 4 cards from my deck (Mythopoeic Sphinx, Cleric of Nethys, Divine Blaze, Blessing of Nethys) to heal:
    Athnul 6
    Skizza 3

    Move to the Great Library

    Explore: Elder Ifreeti
    Cast Cloudburst
    Combat 19: 1d8 + 7 + 2 + 3d6 ⇒ (7) + 7 + 2 + (1, 4, 3) = 24 Defeated.
    Draw a non-loot boon (ITEM): Jet of Anubis.

    Discard Vampire Bat to examine then explore: Elemental Mastery.
    Divine 11: 1d8 + 7 ⇒ (6) + 7 = 13 Acquired.

    Recharge Blessing of Abadar to examine the next two cards: Sand Elemental (Ally 5), Elemental Mastery.

    Cast Safety Bubble at Great Library.

    End of turn:
    Draw up to 7.

    Grazzle wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d8
    INTELLIGENCE d4
    WISDOM d10 +2
    Craft +1
    Survival +2
    CHARISMA d8 +4
    Divine +3

    Powers
    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

    Hand: Elemental Mastery, Find Traps, Restorative Touch, Lifecollar Coat, Jet of Anubis, Blessing of Qi Zhong, Blessing of the Ancients
    Displayed: Safety Bubble
    Deck: 8 Discard: 9 Buried: 6
    Notes: Shirt reroll not used in 4-5A. Die bumps: 5/5. Use cards/powers as needed.
    Find Traps:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.

    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Restorative Touch:
    Restorative Touch
    Spell 3

    Traits
    Magic
    Divine
    Healing

    Powers
    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 Qi Zhong:
    Blessing of Qi Zhong
    Blessing 3

    Traits
    Divine
    Qi Zhong
    Healing

    Powers
    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.

    Safety Bubble:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Powers
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.


    During This Adventure:
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: 4-5A: ZARTA’S ASSESSMENT

  • After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.
  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.
    Paracountess Zarta Dralneen:
    Paracountess Zarta Dralneen
    Cohort 5

    Traits
    Human
    Aristocrat
    Bard

    Check

    Powers
    While displayed, any character may recharge a card to add 1d6 to his check.
    While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Insanity Mist:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Graven Guardian of Set
    Monster 5

    Traits
    Construct

    Check
    Combat
    21

    Powers
    The Graven Guardian of Set is immune to the Mental and Poison traits.
    If you would defeat the Graven Guardian of Set, reroll the dice; take the new result.

    Monster 2
    Spoiler:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    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 3
    Spoiler:
    Mummified Sphinx
    Monster 3

    Traits
    Undead
    Sphinx
    Mummy

    Check
    Combat
    17

    Powers
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.

    Monster 4
    Spoiler:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Monster 5
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Blast Glyph
    Barrier 3

    Traits
    Trap
    Magic
    Cold
    Arcane
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    10
    OR
    Wisdom
    12

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

    Barrier 2
    Spoiler:
    Inevitable Trap
    Barrier 3

    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

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

    Barrier 3
    Spoiler:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Barrier 4
    Spoiler:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

    Powers
    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.

    Barrier 5
    Spoiler:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. 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 2
    Spoiler:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Weapon 3
    Spoiler:
    Frost Sling +1
    Weapon 1

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    6

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

    Weapon 4
    Spoiler:
    Axe of the Imperative
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Perception
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

    Weapon 5
    Spoiler:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
    When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligene
    Arcane
    Wisdom
    Divine
    8

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

    Spell 2
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Smite Abomination
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

    Powers
    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.

    Spell 4
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Spell 5
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Canopic Wrap
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Knowledge
    Wisdom
    8

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

    Armor 2
    Spoiler:
    Aegis of Recovery
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    12

    Powers
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check, or to reduce Acid, Cold, or Poison damage dealt to you to 0.
    Banish this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Armor 3
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Armor 4
    Spoiler:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Armor 5
    Spoiler:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Anubis Staff
    Item 1

    Traits
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis

    Check
    Arcane
    Divine
    6

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

    Item 2
    Spoiler:
    Evocation Staff
    Item 5

    Traits
    Staff
    Attack
    Arcane
    Magic

    Check
    Intellgence
    Arcane
    14

    Powers
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
    additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

    Item 3
    Spoiler:
    Pure Holy Water
    Item 5

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

    Powers
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

    Item 4
    Spoiler:
    Staff of Revelations
    Item 3

    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Item 5
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

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

    Random Allies:
    Ally 1
    Spoiler:
    The Viper
    Ally 3

    Traits
    Human
    Rogue

    Check
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    Giant Slug
    Ally B

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

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

    Ally 3
    Spoiler:
    Khelru
    Ally 1

    Traits
    Human
    Cleric

    Check
    Knowledge
    Divine
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.

    Ally 4
    Spoiler:
    Hearth Elemental
    Ally 4

    Traits
    Elemental
    Fire

    Check
    See Below

    Powers
    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 5
    Spoiler:
    Freed Soul
    Ally 5

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    13

    Powers
    Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
    While displayed, when you display a scourge, bury this card.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessing 2
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessing 4
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Turn: 14 Skizza/Greenclaw

    Top of Blessing Discard Pile: Blessing of the Elements

    Top Blessing:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.


    Blessings Remaining: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 15 Adowyn)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 2 (Turn 16 Athnul)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

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

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 4 (Turn 18 Skizza)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 5 (Turn 19 Adowyn)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 20 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 7 (Turn 21 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 8 (Turn 22 Skizza)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 23 Adowyn)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 10 (Turn 24 Athnul)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 11 (Turn 25 Grazzle)
    Spoiler:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

    Powers
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck. 
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Blessings Deck Card 12 (Turn 26 Skizza)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 13 (Turn 27 Adowyn)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 14 (Turn 28 Athnul)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 15 (Turn 29 Grazzle)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 16 (Turn 30 Skizza)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 17 (Turn 31 Adowyn)
    Spoiler:
    Dark Archive's Favor
    Favor 5

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle them into different open locations.
    While this card is on top of the blessings discard pile, after the roll, you may add 1d12 to your check to acquire an item.

    Alchemical Laboratory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:0
    Closed

    Alchemical Laboratory Card 1 - Bottled Lightning:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Alchemical Laboratory Card 2 - Canteen:
    Canteen
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Alchemical Laboratory Card 3:
    Embalming Fluid
    Item 1

    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

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

    Guardian Vault
    At This Location: If you move to this location you are dealt 2 Poison damage.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:0
    Located here: Adowyn,
    Notes: Burglar's Bracers displayed
    Poison Spiked Pit Trap

    Sculptors Lair Card 1 - Dagger of Doubling:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Sculptors Lair Card 2:
    Tooled Crocodile Skin
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Sculptors Lair Card 3:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Sculptors Lair Card 4:
    Djinn Favor Amulet
    Item 1

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    4
    OR
    Wisdom
    7

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

    Sculptors Lair Card 5:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    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.

    Sculptors Lair Card 6:
    Unwrapped Harmony
    Ally 2

    Traits
    Caligni
    Oracle
    Trigger

    Check
    Perception
    Charisma
    Diplomacy
    11

    Powers
    When you examine this card, shuffle it back into its deck.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.

    Sculptors Lair Card 7:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Sculptors Lair Card 8:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

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

    Sculptors Lair Card 9:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

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

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

    Stonework Passages
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Athnul, Skizza,

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

    Vault of Hidden Wisdom Card 1 - Shocking Scimitar +2:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Vault of Hidden Wisdom Card 2 - Guecubu:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Vault of Hidden Wisdom Card 3:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Vault of Hidden Wisdom Card 4:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    Vault of Hidden Wisdom Card 5:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

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

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Vault of Hidden Wisdom Card 7:
    Telekinetic Enucleation
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    16

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

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

    Great Library of Tephu Card 1 - Sand Elemental:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Great Library of Tephu Card 2 - Elemental Mastery:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Great Library of Tephu Card 3:
    Ausetitha
    Ally 4

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    15

    Powers
    Display this card next to your deck. While displayed, you may add or subtract 5 from the result of a check on which you played a card of your favored card type.
    While displayed, when you display a scourge, bury this card.

    Great Library of Tephu Card 4:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Great Library of Tephu Card 5:
    Cenovath
    Item 5

    Traits
    Object
    Magic
    Mummy

    Check
    Intelligence
    Wisdom
    Survival
    14

    Powers
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or gain a spell of choice from the box.

    Great Library of Tephu Card 6:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Great Library of Tephu Card 7:
    Vision
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    Discard this card to examine all the cards in a location deck. If you find a villain, it escapes as if undefeated.
    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 15 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 8:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

    Powers
    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.


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

    Off turn: Head 3 courtesy of the G-Man - Blessing of Kofusachi, Blessing of Alkenstar 1, Parrot

    Move to Scultors Lair. Explore.

    Dagger of Doubling:

    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Ranged 10: 1d10 + 5 ⇒ (2) + 5 = 7 Failed. Banish.
    Combat Damage: 1d4 ⇒ 3 Discard Toxic Blunderbuss, Blessing of Sivanah, Navigator Musket +1

    Skizza heads to join Adowyn at the scultpors place and reaches out to grab a flying dagger...but grabs the wrong end and almost looses one of his claws.

    Skizza wrote:

    Hand: Blessing of Kofusachi, Toxic Cloud,

    Displayed: Curse of Fevered Dreams,
    Deck: 13 Discard: 6 Buried: 10
    Notes: Use blessings as needed. Reroll used: Y
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    End Turn. Reset Hand

    Skizza wrote:

    Hand: Blessing of Abadar, Emerald of Dexterity, Parrot, Sniper Goggles, Venomous Buckler Gun, Poisoned Bullets, Ghostbane Shotgun +2,

    Displayed: Curse of Fevered Dreams,
    Deck: 8 Discard: 6 Buried: 10
    Notes: Use blessings as needed. Reroll used: Y
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Curse of Fevered Dreams. Reset Hand.
    Redraw: 1d4 + 1 ⇒ (1) + 1 = 2


    Turn 15: Adowyn/Blessing of Osiris
    Explore Sculptor’s Lair Card #1: Tooled Crocodile Skin

    The hunter stumbles across typically reptilian armor.

    Constitution 8 to acquire Tooled Crocodile Skin: 1d6 + 1d6 ⇒ (2) + (3) = 5

    But it is not to her liking.

    We are doing pretty good for time I think, so I’m going to save the Monkey for any items I come across and end this turn now. Reset hand and end turn.

    Adowyn wrote:

    Hand: Compass, Aspect of the Wolf, Humanbane Crossbow +2, Animalbane Crossbow +2, Monkey,

    Displayed: Leryn,
    Deck: 16 Discard: 0 Buried: 0
    Notes: Shirt reroll 4-E? Nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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


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

    Off turn-healed 6 by Grazzle: Maeftet Hunter, Karyukai Tea Set, Blessing of Cayden Cailean, Blessing of the Midnight Lord, Mindblade, and Blessing of Maat.

    Start turn, hour is Isis. Move to Great Library of Tephu. Explore card 1: Sand Elemental. Use Zarta to recharge belt to add a d6
    Fort 9: 1d10 + 3 + 1d6 ⇒ (7) + 3 + (5) = 15 Success!

    Discard BotA to explore card 2: Elemental Mastery.
    Wis 11: 1d10 + 3 ⇒ (1) + 3 = 4 Failed. Shuffled in

    Discard Frog to explore
    Random exploration: 1d7 + 1 ⇒ (1) + 1 = 2 Elemental Mastery Again.
    Will use Zarta to try to actually acquire it this time, recharging Sand elemental.
    Wis 11: 1d10 + 3 + 1d6 ⇒ (5) + 3 + (1) = 9 Failed. Shuffled in

    Oh well. End turn. Reset hand, drawing 3

    Athnul wrote:

    Hand: Amulet of Furious Fists, Riftwarden, Golden Serpent Armband, Mask of Stolen Mien, Blessing of Cayden Cailean, Blessing of Maat, Blessing of Abadar,

    Displayed:
    Deck: 9 Discard: 5 Buried: 3
    Notes: Shirt reroll used. Feel free to use all but my last blessing.

    Skills and Powers:
    SKILLS

    Strength d6 [x]+1 [ ]+2 [ ]+3
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d10 [x] +1 [ ] +2
    Fortitude: Constitution +2
    Intelligence d4 [ ]+1 [ ]+2
    Wisdom d10 [x]+1 [x]+2 [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.)


    During This Adventure:
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: 4-5A: ZARTA’S ASSESSMENT

  • After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.
  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.
    Paracountess Zarta Dralneen:
    Paracountess Zarta Dralneen
    Cohort 5

    Traits
    Human
    Aristocrat
    Bard

    Check

    Powers
    While displayed, any character may recharge a card to add 1d6 to his check.
    While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Insanity Mist:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Girtablilu Ranger
    Monster 4

    Traits
    Girtablilu
    Poison
    Trigger

    Check
    Combat
    17

    Powers
    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 2
    Spoiler:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Monster 3
    Spoiler:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    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.

    Monster 4
    Spoiler:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Monster 5
    Spoiler:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Random Barriers:
    Barrier 1
    Spoiler:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

    Powers
    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.

    Barrier 2
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Barrier 3
    Spoiler:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

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

    Barrier 4
    Spoiler:
    Inevitable Trap
    Barrier 3

    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

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

    Barrier 5
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Random Weapons:
    Weapon 1
    Spoiler:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Flaming Ranseur +3
    Weapon 5

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.

    Weapon 3
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. 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 4
    Spoiler:
    Greatclub +1
    Weapon 2

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 5
    Spoiler:
    Frost Sling +1
    Weapon 1

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    6

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

    Random Spells:
    Spell 1
    Spoiler:
    Chain Lightning
    Spell 3

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    10

    Powers
    For your combat check, display this card next to your deck to use your Arcane skill + 3d6. While displayed, you may use the result of this check for any combat check you attempt at this location. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise, discard it, or you may succeed at an Arcane 12 check to recharge it instead.

    Spell 2
    Spoiler:
    Stoneskin
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

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

    Spell 3
    Spoiler:
    Speak with Dead
    Spell 1

    Traits
    Magic
    Divine
    Undead

    Check
    Wisdom
    Divine
    4

    Powers
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
    When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

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

    Spell 5
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    3
    OR
    Craft
    Knowledge
    5

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Aegis of Recovery
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    12

    Powers
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check, or to reduce Acid, Cold, or Poison damage dealt to you to 0.
    Banish this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Armor 3
    Spoiler:
    Skyplate Armor
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Craft
    Divine
    12

    Powers
    Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

    Armor 4
    Spoiler:
    Parade Armor
    Armor 5

    Traits
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    12

    Powers
    Display this card. While displayed, reduce all damage dealt to you by 3 or by 5 if it is Poison damage. If proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if you are proficient with light armors, bury it instead.

    Armor 5
    Spoiler:
    Mistmail
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7
    OR
    Intelligence
    Arcane
    8

    Powers
    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.

    Random Items:
    Item 1
    Spoiler:
    Bird Feather Tokens
    Item 3

    Traits
    Object
    Magic

    Check
    Intelligence
    Arcane
    9

    Powers
    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.

    Item 2
    Spoiler:
    Sandstorm Dust
    Item 4

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    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.

    Item 3
    Spoiler:
    Mummified Cat
    Item 1

    Traits
    Object
    Magic
    Mummy

    Check
    Wisdom
    Survival
    Divine
    6

    Powers
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
    Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it.

    Item 4
    Spoiler:
    Scroll of Thoth
    Item 1

    Traits
    Object
    Magic
    Thoth
    Trigger

    Check
    Knowledge
    Wisdom
    Divine
    7

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

    Item 5
    Spoiler:
    Wyvern Poison
    Item 5

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    11

    Powers
    Reveal this card to add 2d8 and the Poison trait to your combat check using a weapon. After the check, succeed at a Craft or Disable 14 check or bury the top card of your deck.

    Random Allies:
    Ally 1
    Spoiler:
    Freed Soul
    Ally 5

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    13

    Powers
    Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
    While displayed, when you display a scourge, bury this card.

    Ally 2
    Spoiler:
    Cleric of Nethys
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    Knowledge
    9

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

    Ally 3
    Spoiler:
    Sebti the Crocodile
    Ally 1

    Traits
    Human
    Cleric
    Trigger

    Check
    Charisma
    Diplomacy
    Divine
    9

    Powers
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail the check 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.

    Ally 4
    Spoiler:
    Scribe
    Ally 4

    Traits
    Human
    Hireling

    Check
    Intelligence
    Knowledge
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 2d6 to your Diplomacy or Knowledge check.

    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Druid of the Hive
    Ally B

    Traits
    Thriae
    Druid
    Veteran
    Poison

    Check
    Charisma
    Diplomacy
    7

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessing 3
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessing 5
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Turn: 17 Grazzle/MorkXII

    Top of Blessing Discard Pile: Blessing of Pharasma

    Top Blessing:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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


    Blessings Remaining: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 18 Skizza)
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessings Deck Card 2 (Turn 19 Adowyn)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 20 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 4 (Turn 21 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 5 (Turn 22 Skizza)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 23 Adowyn)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 7 (Turn 24 Athnul)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 8 (Turn 25 Grazzle)
    Spoiler:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

    Powers
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck. 
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Blessings Deck Card 9 (Turn 26 Skizza)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 27 Adowyn)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 11 (Turn 28 Athnul)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 12 (Turn 29 Grazzle)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 13 (Turn 30 Skizza)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 14 (Turn 31 Adowyn)
    Spoiler:
    Dark Archive's Favor
    Favor 5

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle them into different open locations.
    While this card is on top of the blessings discard pile, after the roll, you may add 1d12 to your check to acquire an item.

    Alchemical Laboratory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:0
    Closed

    Alchemical Laboratory Card 1 - Bottled Lightning:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Alchemical Laboratory Card 2 - Canteen:
    Canteen
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Alchemical Laboratory Card 3:
    Embalming Fluid
    Item 1

    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

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

    Guardian Vault
    At This Location: If you move to this location you are dealt 2 Poison damage.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M:3 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:0
    Located here: Adowyn, Skizza,
    Notes: Burglar's Bracers displayed
    Poison Spiked Pit Trap

    Sculptors Lair Card 1:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Sculptors Lair Card 2:
    Djinn Favor Amulet
    Item 1

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    4
    OR
    Wisdom
    7

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

    Sculptors Lair Card 3:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    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.

    Sculptors Lair Card 4:
    Unwrapped Harmony
    Ally 2

    Traits
    Caligni
    Oracle
    Trigger

    Check
    Perception
    Charisma
    Diplomacy
    11

    Powers
    When you examine this card, shuffle it back into its deck.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.

    Sculptors Lair Card 5:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Sculptors Lair Card 6:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

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

    Sculptors Lair Card 7:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

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

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

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

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

    Vault of Hidden Wisdom Card 1 - Shocking Scimitar +2:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Vault of Hidden Wisdom Card 2 - Guecubu:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Vault of Hidden Wisdom Card 3:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Vault of Hidden Wisdom Card 4:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    Vault of Hidden Wisdom Card 5:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

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

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Vault of Hidden Wisdom Card 7:
    Telekinetic Enucleation
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    16

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

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

    Great Library of Tephu Card 1:
    Cenovath
    Item 5

    Traits
    Object
    Magic
    Mummy

    Check
    Intelligence
    Wisdom
    Survival
    14

    Powers
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or gain a spell of choice from the box.

    Great Library of Tephu Card 2:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Great Library of Tephu Card 3:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

    Powers
    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.

    Great Library of Tephu Card 4:
    Ausetitha
    Ally 4

    Traits
    Undead
    Banshee
    Incorporeal

    Check
    Combat
    15

    Powers
    Display this card next to your deck. While displayed, you may add or subtract 5 from the result of a check on which you played a card of your favored card type.
    While displayed, when you display a scourge, bury this card.

    Great Library of Tephu Card 5:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Great Library of Tephu Card 6:
    Vision
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    Discard this card to examine all the cards in a location deck. If you find a villain, it escapes as if undefeated.
    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 15 check to recharge this card instead of discarding it.

    Great Library of Tephu Card 7:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.


  • Recharge Elemental Mastery to examine Great Library 1 and 2.
    1: Cenovath
    2: Elemental Mastery

    Explore: Cenovath
    Discard Blessing of the Ancients. Recharge Lifecollar Coat for Zarta's d6.
    Survival 14: 1d8 + 6 + 1d8 + 1d6 ⇒ (4) + 6 + (2) + (4) = 16 Shirt reroll the d8=2.
    Survival 14: 4 + 6 + 1d8 + 4 ⇒ 4 + 6 + (7) + 4 = 21 Acquired, displayed.
    Beat the CtD by 6+, so draw an extra item: Bird Feather Tokens and heal Skizza's Curse of Fevered Dreams.
    Bury Bird Feather Tokens and Jet of Anubis from my hand and Cenovath from the location to close.

    Close check:
    Discard Blessing of Qi Zhong
    Int 6: 1d4 + 1d4 ⇒ (2) + (1) = 3 Use Athnul's Blessing of Maat to bump to 6. Closed.
    Recharge Safety Bubble.

    Cast Restorative Tough to heal 1d4 + 1 ⇒ (1) + 1 = 2 cards: Blessing of Maat and Vampire Bat. Recharge Restorative Touch.

    Recharge Find Traps to examine top two cards at Sculptor's Lair: Acute Senses and Djinn Favor Amulet

    End of turn:
    Draw up to 7.

    Grazzle wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d8
    INTELLIGENCE d4
    WISDOM d10 +2
    Craft +1
    Survival +2
    CHARISMA d8 +4
    Divine +3

    Powers
    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

    Hand: Elemental Mastery, Major Cure, Lifecollar Coat, Shield Cloak, Vampire Bat, Blessing of Abadar, Blessing of Maat
    Displayed: 0
    Deck: 8 Discard: 9 Buried: 7
    Notes: Shirt reroll used in 4-5A. Die bumps: 5/5. Use cards/powers as needed.
    Elemental Mastery:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

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

    Major Cure:
    Major Cure
    Spell 3

    Traits
    Magic
    Divine
    Healing
    Basic

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck.

    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 10 check to recharge this card instead of discarding it.

    Blessing of Abadar:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

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

    Blessing of Maat:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.


    During This Adventure:
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: 4-5A: ZARTA’S ASSESSMENT

  • After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.
  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.
    Paracountess Zarta Dralneen:
    Paracountess Zarta Dralneen
    Cohort 5

    Traits
    Human
    Aristocrat
    Bard

    Check

    Powers
    While displayed, any character may recharge a card to add 1d6 to his check.
    While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Insanity Mist:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Mummy Golem
    Monster 4

    Traits
    Construct
    Golem
    Mummy

    Check
    Combat
    18

    Powers
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

    Monster 2
    Spoiler:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    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.

    Monster 3
    Spoiler:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Monster 4
    Spoiler:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
    If the check to defeat has the Cold trait, add 1d8.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    Monster 5
    Spoiler:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

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

    Random Barriers:
    Barrier 1
    Spoiler:
    Sky Pharaoh's Curse
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Arcane
    15
    OR
    Divine
    14

    Powers
    When you examine this card or if undefeated, display this card next to your deck. While displayed, damage dealt to you is dealt to each character at your location. When you draw a scourge from the box, each character at your location also draws the same scourge.

    Barrier 2
    Spoiler:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Barrier 3
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Barrier 4
    Spoiler:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

    Powers
    When you examine this card, banish it.
    If undefeated, display this card. If you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage then 1d4 Poison damage. If the Poison damage is not reduced to 0, draw the scourge Curse of Poisoning from the box.

    Barrier 5
    Spoiler:
    Eternal Captives
    Barrier 4

    Traits
    Curse
    Undead

    Check
    Wisdom
    Divine
    10
    OR
    Charisma
    Diplomacy
    8

    Powers
    Each other character at this location must summon and encounter the Eternal Captives. If any character fails the check, the barrier is undefeated.
    If undefeated, you are dealt 1d4 Cold damage, then draw the scourge Curse of the Sphinx from the box.

    Random Weapons:
    Weapon 1
    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Weapon 2
    Spoiler:
    Mace of Ruin
    Weapon 4

    Traits
    Mace
    Melee
    Bludgeoning
    Acid
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Weapon 3
    Spoiler:
    Greatclub +1
    Weapon 2

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 4
    Spoiler:
    Disrupting Rapier +1
    Weapon 3

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 5
    Spoiler:
    Thousand Stings Whip
    Weapon 4

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Random Spells:
    Spell 1
    Spoiler:
    Vision
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    Discard this card to examine all the cards in a location deck. If you find a villain, it escapes as if undefeated.
    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 15 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Speak with Dead
    Spell 1

    Traits
    Magic
    Divine
    Undead

    Check
    Wisdom
    Divine
    4

    Powers
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
    When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 4
    Spoiler:
    Smite Abomination
    Spell 4

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    10

    Powers
    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.

    Spell 5
    Spoiler:
    Volcanic Storm
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d6. If you fail this check against a monster, you may evade 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 13 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Quickdraw Shield
    Armor 5

    Traits
    Shield
    Finesse
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    Armor 2
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Armor 3
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Armor 4
    Spoiler:
    Skyplate Armor
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Craft
    Divine
    12

    Powers
    Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

    Armor 5
    Spoiler:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Random Items:
    Item 1
    Spoiler:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    Item 2
    Spoiler:
    Ring of Stony Flesh
    Item 5

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    10
    OR
    Constitution
    Fortitude
    8

    Powers
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add a die to your Constitution non-combat check or reduce all damage dealt to you by 2.

    Item 3
    Spoiler:
    Anubis Staff
    Item 1

    Traits
    Staff
    Attack
    Magic
    Arcane
    Divine
    Anubis

    Check
    Arcane
    Divine
    6

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

    Item 4
    Spoiler:
    Mummified Cat
    Item 1

    Traits
    Object
    Magic
    Mummy

    Check
    Wisdom
    Survival
    Divine
    6

    Powers
    Banish this card to reduce all damage dealt to you by a monster that has the Undead trait to 0.
    Recharge this card to examine the top card of your location, if the card has the Undead trait, you may evade or encounter it.

    Item 5
    Spoiler:
    Wing of Horus
    Item B

    Traits
    Object
    Magic
    Horus
    Trigger

    Check
    Dexterity
    Knowledge
    Divine
    6

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

    Random Allies:
    Ally 1
    Spoiler:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Ally 2
    Spoiler:
    Reed Moccasin
    Ally 3

    Traits
    Animal
    Elemental
    Acid
    Poison

    Check
    Wisdom
    Survival
    10

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

    Ally 3
    Spoiler:
    Khelru
    Ally 1

    Traits
    Human
    Cleric

    Check
    Knowledge
    Divine
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.

    Ally 4
    Spoiler:
    Stained Glass Elemental
    Ally B

    Traits
    Elemental
    Electricity
    Veteran

    Check
    Charisma
    Survival
    Arcane
    9

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

    Ally 5
    Spoiler:
    Nefti the Bard
    Ally B

    Traits
    Human
    Bard
    Aspis

    Check
    Charisma
    Diplomacy
    8

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

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

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 2
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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 3
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Turn: 18 Skizza/Greenclaw

    Top of Blessing Discard Pile: Blessing of Horus

    Top Blessing:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.


    Blessings Remaining: 13
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 19 Adowyn)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 20 Athnul)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 3 (Turn 21 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 4 (Turn 22 Skizza)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 23 Adowyn)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 6 (Turn 24 Athnul)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 7 (Turn 25 Grazzle)
    Spoiler:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

    Powers
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck. 
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Blessings Deck Card 8 (Turn 26 Skizza)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 27 Adowyn)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 10 (Turn 28 Athnul)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 11 (Turn 29 Grazzle)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 12 (Turn 30 Skizza)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 13 (Turn 31 Adowyn)
    Spoiler:
    Dark Archive's Favor
    Favor 5

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle them into different open locations.
    While this card is on top of the blessings discard pile, after the roll, you may add 1d12 to your check to acquire an item.

    Alchemical Laboratory
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:3 Al:0 Bl:0 ?:0
    Closed

    Alchemical Laboratory Card 1 - Bottled Lightning:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Alchemical Laboratory Card 2 - Canteen:
    Canteen
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Alchemical Laboratory Card 3:
    Embalming Fluid
    Item 1

    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

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

    Guardian Vault
    At This Location: If you move to this location you are dealt 2 Poison damage.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Notes:

    Sculptors Lair
    At This Location: When you fail a Dexterity check or exceed its difficulty by 5 or more, you are dealt 1d4 Combat damage.
    When Closing: Summon and defeat the henchman Warrior Dolls.
    When Permanently Closed: On closing, draw a random ally that has the Elemental or Undead trait from the box.
    M:3 Ba:1 W:0 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:0
    Located here: Adowyn, Skizza,
    Notes: Burglar's Bracers displayed
    Poison Spiked Pit Trap

    Sculptors Lair Card 1 - Acute Senses:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

    Powers
    Display this card next to a character's deck. While displayed, that character adds 1 die to his Perception checks. After each time that character explores, he may examine the top card of the location deck. At the end of your turn, discard this card.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at a Arcane or Divine 6 check to recharge this card instead of discarding it.

    Sculptors Lair Card 2 - Djinn Favor Amulet:
    Djinn Favor Amulet
    Item 1

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    4
    OR
    Wisdom
    7

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

    Sculptors Lair Card 3:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    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.

    Sculptors Lair Card 4:
    Unwrapped Harmony
    Ally 2

    Traits
    Caligni
    Oracle
    Trigger

    Check
    Perception
    Charisma
    Diplomacy
    11

    Powers
    When you examine this card, shuffle it back into its deck.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.

    Sculptors Lair Card 5:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Sculptors Lair Card 6:
    Vanth
    Monster 2

    Traits
    Outsider
    Psychopomp

    Check
    Combat
    13

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

    Sculptors Lair Card 7:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

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

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

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

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

    Vault of Hidden Wisdom Card 1 - Shocking Scimitar +2:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Vault of Hidden Wisdom Card 2 - Guecubu:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Vault of Hidden Wisdom Card 3:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Vault of Hidden Wisdom Card 4:
    Kohl of Uncanny Discernment
    Item B

    Traits
    Accessory
    Alchemical

    Check
    Intelligence
    Perception
    6

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

    Vault of Hidden Wisdom Card 5:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

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

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Vault of Hidden Wisdom Card 7:
    Telekinetic Enucleation
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    16

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

    Great Library of Tephu
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Athnul, Grazzle
    Notes:


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

    Off Turn: Curse of Fevered Dreams healed. Thanks G!
    Move to Alchemical Laboratory. Explore.

    Bottled Lightning:

    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.


    Discard Blessing of Kofusachi. Recharge Toxic Cloud using Zarta's power.
    Craft 11: 2d10 + 3 + 1d6 ⇒ (8, 1) + 3 + (2) = 14 Acquired!

    Skizza ducks back to the alchemical lab, remembering a 'splodey potion he saw whizzing around back there, hoping to give Zarta the slip and pocket the thing for himself. Of course, she's too smart to let the rat out of her sights, even if poor Skizza thinks he got one up on the Paracountess.

    End Turn. Reset Hand.

    Skizza wrote:

    Hand: Bottled Lightning, Blessing of Alkenstar 1, Potion of Healing, Blessing of the Savored Sting, Galvanic Kopis +2, Shock Musket +1, Masterwork Tools,

    Displayed:
    Deck: 8 Discard: 7 Buried: 10
    Notes: Use blessings as needed. Reroll used: Y
    Sideboard cards:

    Skills and Powers:
    SKILLS

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


    Turn 19: Adowyn/Blessing of Nethys
    Adowyn auto-acquires Acute Senses. Reset hand and end turn, discarding Acute Senses as free discard.

    Adowyn wrote:

    Hand: Compass, Aspect of the Wolf, Humanbane Crossbow +2, Animalbane Crossbow +2, Monkey,

    Displayed: Leryn,
    Deck: 16 Discard: 1 Buried: 0
    Notes: Shirt reroll 4-E? Nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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


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

    Athnul's hour is of the Ancients. Move to Sculptors Lair. Explore card 2: Djinn Favor Amulet.
    Fort 4: 1d10 + 3 ⇒ (3) + 3 = 6 Autp-acquired! Display by location.

    Attempt to close, summon Warrior Dolls. Examine next card: Mummy. Not a boon, so no help, but no trigger either. Reveal Amulet, Discard Bo Abadar to add a die, Recharge Riftwarden for punch power. Use Skizza's Blessing of Alkenstar to add d12, recharge BoCC to use Zarta's power for a d6.
    Combat 10 + 2 * 5 = 20: 4d6 + 3 + 1d10 + 3 + 1d12 + 1d6 ⇒ (3, 5, 4, 4) + 3 + (5) + 3 + (2) + (5) = 34 That'll do!

    Bury displayed Amulet and Bracers, as well as my own Golden serpent Armband to permanently close the sculptor's Lair.

    All but 1 location are closed, so I declare Victory!


    DEVELOPMENT:
    You continue with your story for Venture-Captain Roderus.

    “Gathering all the items and wrestling them back into their containers proved exhausting. Zarta reviewed a nearby ledger with irritation while taking inventory. ‘Not only was the monocle missing,’ she said, ‘but there were several additional objects absent, including a locket that I was pretty sure was possessed. None of these items are marked as missing on here, which means we need to talk to the archivist responsible for this area...’ She peered at her records before pointing to a name. ‘Panven Wikar. He’s worked here for several years, so if he’s been helping smuggle artifacts from the Grand Lodge, we have a bigger problem. I’d say we both have many questions, and I doubt we’ll have many answers unless you track down this man.’

    “Our investigation led us to Katapesh, where Wikar was hoping to sell some of the stolen relics in the arketplace.”

    Roderus thoughtfully considers your words. “That is indeed an interesting story.”

    SCENARIO REWARD:
    Trader: Trove of Tef-Naju
    For the rest of the Adventure Path, 1 character may temporarily replace 1 item in his deck with the item Chest of Keeping. At the end of each scenario, return that card to the game box.

    Trove of Tef-Naju:
    When you draw cards from the box to display on Trove of Tef-Naju, instead of the usual method, draw 1 random weapon, spell, armor, item, ally, and blessing that have the same adventuer deck number as the scenario. Cost: 4 Boons.[/ooc] [spoiler=Chest of Keeping]Chest of Keeping
    Item 5

    Traits
    Object
    Magic

    Check
    Wisdom
    Knowledge
    Intelligence
    Craft
    9

    Powers
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may add a card from the Chest of Keeping to your hand.

    TIER REWARD:
    Characters who have just completed their first scenario at this tier gain a Skill feat.

    ACQUIRED CARDS:
    Weapon 5 Galvanic Kopis +2
    Weapon 5 Iceblade Spelldagger
    Weapon 3 Dagger of Doubling

    Spell 4 Ice Storm
    Spell 3 Elemental Mastery
    Spell 2 Toxic Cloud
    Spell 1 Commune
    Spell B Acute Senses

    Item 5 Bottled Lightning
    Item 5 Pure Holy Water
    Item 5 Cenovath
    Item 4 Jet of Anubis
    Item 4 Necklace of Fireballs
    Item 3 Effigy of Anubis
    Item 3 Ring of the Grasping Grave
    Item 3 Bird Feather Tokens
    Item 3 Deliquescent Gloves
    Item 1 Djinn Favor Amulet
    Item B Brilliance of Ra
    Item B Burglar's Bracers
    Item B Ghost Battling Ring
    Item B Healer's Kit
    Item B Potion of Energy Resistance
    Item B Potion of Healing
    Item B Smoked Glass Goggles

    Ally 5 Sand Elemental

    Blessing B Blessing of Nethys
    Blessing B Blessing of the Ancients


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

    Ally 5: 1d1000 ⇒ 903 Heister (Ult Int)
    Item 5: 1d1000 ⇒ 309 Vestiments of Faith (Ult Int)

    Will choose Wis +4 for Skill Feat.


    4-5B: MONEY STALKS
    Roderus listens as you finish your tale. “Well, it would seem that you’re on the right track. Panven Wikar has made a right mess of the Lower City Bazaar, so our deal with the Pactmasters seems quite generous. I recommend you track down that aluum construct, and I’ll gather the supplies for a trek down the coast.”

    You have heard of these aluum constructs before. They are powerful golems created to maintain order in Katapesh when other forms of populace control fail. No matter where one goes in Katapesh, an aluum is close at hand.

    Leaving the Pathfinder lodge, you make your way to the Lower City Bazaar to ask questions and grease palms. From what you’ve heard, the aluum was completely calm before a terrifying howl emerged from somewhere in the crowd and a cloud of ghostly faces entered the aluum’s body. The construct immediately lashed out and sprinted away, throwing aside bystanders as it went. Following the trail of witnesses and devastation leads to the Azure Star, a popular cantina in the Lower City’s heart.

    The Azure Star has seen far better days. Some of the giant tent’s poles have been knocked out, tearing free several massive spikes that kept the structure taut. Inside you find a mess of smashed tables, torn pillows, scattered coins, and fallen patrons. You check one of the bodies, determining he died by blunt force trauma to the head, but there are also a lot of tiny bruises and gashes on his legs and torso, as if he were attacked by many small objects.

    The larger damage is clearly the aluum’s work, but the smaller wounds are unexpected. You think back to what you know of aluums: they’re giant metal golems built to maintain order in Katapesh. Whereas most golems contain an elemental spirit, though, a host of prisoners’ souls powers each aluum—proof that the Pactmasters are efficient but hardly forgiving. Wait, didn’t Zarta say that the locket was possessed? How might that have interacted with the aluum’s captive souls?

    As if answering your question, the scattered coins begin rattling and floating with wordless malice. Shrieks from outside draw your attention, and the looming silhouette of some giant appears through the tent’s fabric. It seems whatever was in that locket found a new home, and it’s about to go on another rampage!

    VILLAIN:
    None
    HENCHMEN:
    ALUUM
    COIN SWARMS
    LOCATIONS:
    1 CANNY JACKAL
    1 DYE MARKET
    1 PRECINCT OF LEFT EYES
    2 SMOKING DEN
    3 VIZIER'S HILL
    4 GLASS PAVILION
    5 TOOTH & HOOKAH
    6 CARAVANSERAI

    DURING THIS SCENARIO:

  • When you defeat and display a Coin Swarm henchman, you may immediately attempt to close the location it came from.
  • When you close a location, before closing, search the location deck; you may choose 1 card and shuffle it into a random other open location deck.
  • When you defeat the henchman Aluum, shuffle the villain Canopic Soul into your location deck. To win, defeat and corner the Canopic Soul.


  • During This Adventure:
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: 4-5A: ZARTA’S ASSESSMENT

  • After building the location decks, shuffle an item into each location deck and display Paracountess Zarta Dralneen next to the scenario.
  • When you fail to acquire an item, you are dealt 1d4 Combat damage; shuffled the item into its location deck. When you acquire an item, you may display it next to its location then you may immediately attempt to close that location.
  • When you would close a location, you may bury 3 items from your hand and/or displayed next to that location; if you do not, the location does not close.
  • To win, close all but 1 location.
    Paracountess Zarta Dralneen:
    Paracountess Zarta Dralneen
    Cohort 5

    Traits
    Human
    Aristocrat
    Bard

    Check

    Powers
    While displayed, any character may recharge a card to add 1d6 to his check.
    While displayed, at the end of a character’s turn, she may bury a card from her discard pile to recharge a card from her discard pile.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Insanity Mist:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

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

    Monster 2
    Spoiler:
    Giant Mummified Crocodile
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    The Giant Mummified Crocodile is immune to the Mental, and Poison traits.
    If the check to defeat has the Cold or Electricity trait, add 1d8.
    If undefeated, after you act, bury your discard pile and shuffle this card into a random open location.

    Monster 3
    Spoiler:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Monster 4
    Spoiler:
    Living Sandstorms
    Monster 5

    Traits
    Elemental
    Outsider
    Trigger

    Check
    Combat
    18

    Powers
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.

    Monster 5
    Spoiler:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

    Random Barriers:
    Barrier 1
    Spoiler:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Barrier 2
    Spoiler:
    Tar Tomb
    Barrier 5

    Traits
    Obstacle
    Magic
    Acid
    Fire

    Check
    Strength
    Dexterity
    14
    OR
    Intelligence
    Disable
    13

    Powers
    If undefeated, you are dealt 1d6 Acid damage then display this card next to your location deck. If you start your turn at this location, you must attempt a check to defeat the Tar Tomb. If defeated, banish this card; otherwise, you are dealt 1d4 Fire damage.

    Barrier 3
    Spoiler:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Barrier 4
    Spoiler:
    Inevitable Trap
    Barrier 3

    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

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

    Barrier 5
    Spoiler:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. 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 2
    Spoiler:
    Disrupting Rapier +1
    Weapon 3

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 3
    Spoiler:
    Rod of the Devoured Dawn
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Weapon 4
    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Weapon 5
    Spoiler:
    Iceblade Spelldagger
    Weapon 5

    Traits
    Knife
    Ranged
    Piercing
    Cold
    Magic

    Check
    Dexterity
    Ranged
    12
    OR
    Arcane
    Divine
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill +1d4+3.
    When you play a spell during your encounter, you may recharge this card to add 1d4+2 and the Cold trait to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Whip of Centipedes
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    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 2
    Spoiler:
    Icy Prison
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    For your combat check against a monster, display this card to use your Arcane or Divine skill + 4d6. While displayed, reduce damage that monster deals to you by 2.
    At the end of the encounter, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 14 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 3
    Spoiler:
    Dune of Doom
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    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 15 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Named Bullet
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat checks against monsters that share a trait with the monster on this card other than Basic, Elite, and Veteran.
    At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.

    Spell 5
    Spoiler:
    Eruption
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Electricity
    Fire

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 4d6. 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.

    Random Armors:
    Armor 1
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Armor 2
    Spoiler:
    Alchemist's Suit
    Armor 2

    Traits
    Clothing
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Intelligence
    Craft
    7

    Powers
    Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.

    Armor 3
    Spoiler:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Armor 4
    Spoiler:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Armor 5
    Spoiler:
    Tooled Crocodile Skin
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Random Items:
    Item 1
    Spoiler:
    Bloodroot Poison
    Item 3

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    9

    Powers
    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
    Spoiler:
    Potion of Healing
    Item B

    Traits
    Liquid
    Alchemical
    Healing

    Check
    Intelligence
    Craft
    5

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

    Item 3
    Spoiler:
    Necklace of Fireballs
    Item 4

    Traits
    Accessory
    Attack
    Fire
    Magic

    Check
    Intelligence
    Arcane
    9

    Powers
    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 4
    Spoiler:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

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

    Item 5
    Spoiler:
    Cenovath
    Item 5

    Traits
    Object
    Magic
    Mummy

    Check
    Intelligence
    Wisdom
    Survival
    14

    Powers
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or gain a spell of choice from the box.

    Random Allies:
    Ally 1
    Spoiler:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    Zereletan
    Ally 4

    Traits
    Aberration
    Naga

    Check
    Charisma
    Diplomacy
    11
    OR
    Combat
    15

    Powers
    Bury this card to recharge any items in your discard pile.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Ally 5
    Spoiler:
    Reed Moccasin
    Ally 3

    Traits
    Animal
    Elemental
    Acid
    Poison

    Check
    Wisdom
    Survival
    10

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 3
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 5
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Turn: 1 Grazzle/MorkXII

    Top of Blessing Discard Pile: Blessing of the Elements

    Top Blessing:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 2 (Turn 3 Adowyn)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 3 (Turn 4 Athnul)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 5 Grazzle)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 5 (Turn 6 Skizza)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 6 (Turn 7 Adowyn)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 7 (Turn 8 Athnul)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 8 (Turn 9 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 9 (Turn 10 Skizza)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 10 (Turn 11 Adowyn)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 11 (Turn 12 Athnul)
    Spoiler:
    Dark Archive's Favor
    Favor 5

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle them into different open locations.
    While this card is on top of the blessings discard pile, after the roll, you may add 1d12 to your check to acquire an item.

    Blessings Deck Card 12 (Turn 13 Grazzle)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 13 (Turn 14 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 14 (Turn 15 Adowyn)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 15 (Turn 16 Athnul)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 16 (Turn 17 Grazzle)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 17 (Turn 18 Skizza)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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.

    Blessings Deck Card 18 (Turn 19 Adowyn)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 19 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 20 (Turn 21 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 21 (Turn 22 Skizza)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 22 (Turn 23 Adowyn)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 23 (Turn 24 Athnul)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 24 (Turn 25 Grazzle)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 25 (Turn 26 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 26 (Turn 27 Adowyn)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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.

    Blessings Deck Card 27 (Turn 28 Athnul)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 28 (Turn 29 Grazzle)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 29 (Turn 30 Skizza)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Canny Jackal
    At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
    M:0 Ba:1 W:1 Sp:1 Ar:1 I:3 Al:2 Bl:0 ?:1

    Canny Jackal Card 1:
    Parade Armor
    Armor 5

    Traits
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    12

    Powers
    Display this card. While displayed, reduce all damage dealt to you by 3 or by 5 if it is Poison damage. If proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if you are proficient with light armors, bury it instead.

    Canny Jackal Card 2:
    Stained Glass Elemental
    Ally B

    Traits
    Elemental
    Electricity
    Veteran

    Check
    Charisma
    Survival
    Arcane
    9

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

    Canny Jackal Card 3:
    Feather of Maat
    Item B

    Traits
    Object
    Magic
    Maat

    Check
    Constitution
    Knowledge
    Divine
    5

    Powers
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    Canny Jackal Card 4:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

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

    Canny Jackal Card 5:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Canny Jackal Card 6:
    Apprentice
    Ally 2

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

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

    Canny Jackal Card 7:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Canny Jackal Card 8:
    Ring of Stony Flesh
    Item 5

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    10
    OR
    Constitution
    Fortitude
    8

    Powers
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add a die to your Constitution non-combat check or reduce all damage dealt to you by 2.

    Canny Jackal Card 9:
    Aluum
    Henchman Monster 5

    Traits
    Construct
    Golem

    Check
    Fortitude
    Wisdom
    6
    THEN
    Combat
    14

    Powers
    The Aluum is immune to the Attack, Mental, and Posion traits.
    The difficulty of the combat check to defeat is increased by 1d10.
    If undefeated, end your turn.

    Canny Jackal Card 10:
    Burglar's Bracers
    Item B

    Traits
    Accessory
    Tool

    Check
    Intelligence
    Craft
    Disable
    6

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

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:1 Sp:0 Ar:3 I:1 Al:1 Bl:0 ?:1

    Dye Market Card 1:
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

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

    Dye Market Card 2:
    Effigy of Maat
    Item 2

    Traits
    Object
    Magic
    Maat
    Trigger

    Check
    Constitution
    Fortitude
    Divine
    8

    Powers
    When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.

    Dye Market Card 3:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Dye Market Card 4:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    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.

    Dye Market Card 5:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Dye Market Card 6:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Dye Market Card 7:
    Alchemist's Shield
    Armor 2

    Traits
    Shield Offhand

    Check
    Constitution
    Fortitude
    Craft
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

    Dye Market Card 8:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Dye Market Card 9:
    Elder Ice Elemental
    Monster 4

    Traits
    Elemental
    Outsider
    Cold

    Check
    Combat
    16

    Powers
    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.

    Dye Market Card 10:
    Sebti the Crocodile
    Ally 1

    Traits
    Human
    Cleric
    Trigger

    Check
    Charisma
    Diplomacy
    Divine
    9

    Powers
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail the check 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.

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

    Precinct of Left Eyes Card 1:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Precinct of Left Eyes Card 2:
    Plasma Ooze
    Monster 5

    Traits
    Ooze
    Electricity
    Fire

    Check
    Combat
    20

    Powers
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Damage dealt by the Plasma Ooze is dealt to each character at this location.

    Precinct of Left Eyes Card 3:
    Druid of the Storm
    Ally 2

    Traits
    Human
    Druid
    Veteran

    Check
    Divine
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.

    Precinct of Left Eyes Card 4:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Precinct of Left Eyes Card 5:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

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

    Precinct of Left Eyes Card 6:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Precinct of Left Eyes Card 7:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Precinct of Left Eyes Card 8:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Precinct of Left Eyes Card 9:
    Flaming Ranseur +3
    Weapon 5

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.

    Precinct of Left Eyes Card 10:
    Jet of Anubis
    Item 4

    Traits
    Object
    Magic
    Anubis

    Check
    Charisma
    Diplomacy
    Stealth
    11

    Powers
    When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    Recharge this card to add the Poison trait and 1d4 to your combat check.

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

    Smoking Den Card 1:
    Axe of the Imperative
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Perception
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

    Smoking Den Card 2:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Smoking Den Card 3:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

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

    Smoking Den Card 4:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Smoking Den Card 5:
    Cleric of Nethys
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    Knowledge
    9

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

    Smoking Den Card 6:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    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.

    Smoking Den Card 7:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Smoking Den Card 8:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Smoking Den Card 9:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

    Smoking Den Card 10:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    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.

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

    Vizier's Hill Card 1:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Vizier's Hill Card 2:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Vizier's Hill Card 3:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Vizier's Hill Card 4:
    Shocking Chest
    Barrier 4

    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

    Powers
    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.

    Vizier's Hill Card 5:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
    When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.

    Vizier's Hill Card 6:
    Caustic Fog
    Spell 3

    Traits
    Magic
    Divine
    Acid

    Check
    Wisdom
    Divine
    11

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

    Vizier's Hill Card 7:
    Mummy Golem
    Monster 4

    Traits
    Construct
    Golem
    Mummy

    Check
    Combat
    18

    Powers
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

    Vizier's Hill Card 8:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

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

    Vizier's Hill Card 9:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Vizier's Hill Card 10:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M:2 Ba:2 W:0 Sp:2 Ar:0 I:1 Al:0 Bl:2 ?:1

    Glass Pavilion Card 1:
    Djinn Favor Amulet
    Item 1

    Traits
    Accessory
    Magic
    Healing

    Check
    Constitution
    Fortitude
    4
    OR
    Wisdom
    7

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

    Glass Pavilion Card 2:
    Telekinetic Enucleation
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    16

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

    Glass Pavilion Card 3:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Glass Pavilion Card 4:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Glass Pavilion Card 5:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    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.

    Glass Pavilion Card 6:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Glass Pavilion Card 7:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Glass Pavilion Card 8:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Glass Pavilion Card 9:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

    Powers
    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.

    Glass Pavilion Card 10:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

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


  • Grazzle will be going to Naheeba and Sunburst Market.


    Adowyn will begin at Vizier's Hill. Trader: Falsin Deek.


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

    Skizza will visit Naheeba. Starting at Vizier's Hill


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

    Also will visit Naheeba, and start at Glass Pavilion.
    Will also replace Golden Serpent Armband, putting aside Crown of Swords.
    Also, swap Bo Milani out for a Blessing of the Lady of Graves.


    Deek:

    Random Item:
    Bottled Lightning
    Item 5

    Traits
    Liquid
    Attack
    Electricity
    Ranged
    Alchemical

    Check
    Intelligence
    Craft
    11

    Powers
    For your combat check, banish this card to use your Dexterity or Ranged skill + 3d8. You may additionally discard another card to add your Craft skill; after playing that card, succeed at a Craft 16 check to recharge that card instead of discarding it.

    Random Item:
    Evocation Staff
    Item 5

    Traits
    Staff
    Attack
    Arcane
    Magic

    Check
    Intellgence
    Arcane
    14

    Powers
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
    additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

    Naheeba:

    Random Spell:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Random Spell:
    Dune of Doom
    Spell 5

    Traits
    Magic
    Arcane
    Divine
    Attack
    Bludgeoning

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    13

    Powers
    For your combat check, discard this card to use your Arcane or Divine skill + 3d10.
    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 15 check to recharge this card instead of discarding it.

    Random Spell:
    Pillar of Life
    Spell 4

    Traits
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    12

    Powers
    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.

    Random Spell:
    Named Bullet
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    When you would banish a monster you encounter, display this card and put the monster on this card. While displayed, add 1d6 to your Ranged combat checks against monsters that share a trait with the monster on this card other than Basic, Elite, and Veteran.
    At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.


    Adowyn passes on trader.

    Adowyn wrote:

    Hand: Hatchetbird, Wolverine, Arboreal Armor, Aspect of the Wolf, Force Shortbow +1,

    Displayed: Leryn,
    Deck: 15 Discard: 0 Buried: 0
    Notes: Shirt reroll 4-5A? Nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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


    Again, starting at Vizier's Hill


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

    Pass on upgrades.

    Athnul wrote:

    Hand: Blessing of Achaekek, Ring of Wave Walking, Blessing of the Lady of Graves, Minotour Mercenary, Blessing of Cayden Cailean, Dreamstalker, Mask of Stolen Mien,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Feel free to use all but my last blessing.

    Skills and Powers:
    SKILLS

    Strength d6 [x]+1 [ ]+2 [ ]+3
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d10 [x] +1 [ ] +2
    Fortitude: Constitution +2
    Intelligence d4 [ ]+1 [ ]+2
    Wisdom d10 [x]+1 [x]+2 [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.)


    Deck Upgrade: Crystal Ball replaces Byzantine Lexicon
    Swap: Mythopoeic Sphinx replaces Crystal Ball
    Blessing Swap: Blessing of Maat replaces Blessing of the Gods
    Trade (Naheeba):[/b] Dune of Doom replaces Magnetic Grimoire and Lifecollar Coat.
    Trade (Sunburst Market): Blessing of the Ancients replaces Short Spear +3
    Starting at: Glass Pavillion

    Grazzle wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d8
    INTELLIGENCE d4
    WISDOM d10 +3
    Craft +1
    Survival +2
    CHARISMA d8 +4
    Divine +3

    Powers
    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

    Hand: Create Mindscape, Find Traps, Major Cure, Shield Cloak, Cleric of Nethys, Blessing of Nethys, Blessing of Qi Zhong
    Displayed: 0
    Deck: 13 Discard: 0 Buried: 5
    Notes: Shirt reroll not used in 4-5B. Die bumps: 5/5. Use cards/powers as needed.
    Create Mindscape:
    Create Mindscape
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Mental

    Powers
    Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at htis location.
    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 attempt an Arcane or Divine 11 or Perception 9 check to recharge it instead.

    Find Traps:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.

    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Major Cure:
    Major Cure
    Spell 3

    Traits
    Magic
    Divine
    Healing
    Basic

    Powers
    Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck and 1 random card from your discard pile into your deck.

    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 10 check to recharge this card instead of discarding it.

    Blessing of Qi Zhong:
    Blessing of Qi Zhong
    Blessing 3

    Traits
    Divine
    Qi Zhong
    Healing

    Powers
    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.


    Display Create Mindscape.

    Grazzle begins the search for the aluum construct, hoping that they can stop it before it causes any more destruction.

    Recharge Blessing of Qi Zhong to examine top two cards of Glass Pavillion:
    1. Djinn Favor Amulet
    2. Telekinetic Enucleation Trigger!

    Telekinetic Enucleation:
    Telekinetic Enucleation
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    16

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.


    Recharge Find Traps. Discard Blessing of Nethys. Asking Athnul for a blessing.
    Dex 16: 1d6 + 2d6 + 1d6 + 1d6 ⇒ (3) + (1, 4) + (4) + (2) = 14 Recharge Cleric of Nethys for +2. Defeated.

    But Grazzle should be paying more attention to what's directly in front of him, or else he and his companions will pay for it.

    Normal explore: Djinn Favor Amulet
    Wisdom 7: 1d10 + 3 ⇒ (4) + 3 = 7 Acquired.

    A gleam of reflected light off a small trinket on the ground catches Grazzle's attention. He pockets the amulet thinking it might be useful.

    Recharge Major Cure to examine Glass Pavilion 3 and 4:
    3: Kalnaka
    4: Guecubu

    Undead monsters ahead, as if constructs and flying coins weren't enough.

    End of turn:
    Draw up to 7.

    Grazzle wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d8
    INTELLIGENCE d4
    WISDOM d10 +3
    Craft +1
    Survival +2
    CHARISMA d8 +4
    Divine +3

    Powers
    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

    Hand: Shield Cloak, Djinn Favor Amulet, Mythopoeic Sphinx, Vampire Bat, Blessing of Maat, Blessing of Pharasma, Blessing of the Ancients
    Displayed: Create Mindscape
    Deck: 12 Discard: 1 Buried: 5
    Notes: Shirt reroll not used in 4-5B. Die bumps: 5/5. Use cards/powers as needed.
    Blessing of Maat:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessing of Pharasma:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Powers
    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.

    Create Mindscape:
    Create Mindscape
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Mental

    Powers
    Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at htis location.
    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 attempt an Arcane or Divine 11 or Perception 9 check to recharge it instead.


    During This Adventure:
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: 4-5B: MONEY STALKS

  • When you defeat and display a Coin Swarm henchman, you may immediately attempt to close the location it came from.
  • When you close a location, before closing, search the location deck; you may choose 1 card and shuffle it into a random other open location deck.
  • When you defeat the henchman Aluum, shuffle the villain Canopic Soul into your location deck. To win, defeat and corner the Canopic Soul.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Monster 2
    Spoiler:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    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.

    Monster 3
    Spoiler:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

    Powers
    The Sun Falcon is immune to the Fire trait. All damage dealt by the Sun Falcon is Fire damage. If the check to defeat the Sun Falcon has the Cold trait, add 1d8.
    If defeated, shuffle the Sun Falcon into the blessings deck. 
    When this card is the top card of the blessings discard pile, banish it and draw a random blessing from the box.

    Monster 4
    Spoiler:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Monster 5
    Spoiler:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Random Barriers:
    Barrier 1
    Spoiler:
    Pharaoh's Altar
    Barrier 5

    Traits
    Cache
    Lock
    Curse
    Trigger

    Check
    Dexterity
    Disable
    12
    OR
    Craft
    14

    Powers
    When you examine this card, draw a random scourge from the box.
    If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, draw the scourge Curse of Blindness from the box.

    Barrier 2
    Spoiler:
    Telekinetic Enucleation
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    16

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

    Barrier 3
    Spoiler:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Barrier 4
    Spoiler:
    Fiendish Sphinx
    Barrier 4

    Traits
    Trap
    Arcane
    Magic
    Sphinx
    Trigger

    Check
    Intelligence
    Knowledge
    Arcane
    Wisdom
    12

    Powers
    When you examine this card or if undefeated, recharge your hand, reset your hand, then summon and encounter the henchman Warrior Dolls.

    Barrier 5
    Spoiler:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Disrupting Rapier +1
    Weapon 3

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
    When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.

    Weapon 3
    Spoiler:
    Rod of the Devoured Dawn
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Weapon 4
    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Weapon 5
    Spoiler:
    Thousand Stings Whip
    Weapon 4

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Random Spells:
    Spell 1
    Spoiler:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

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

    Spell 2
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Ice Storm
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Divine
    11

    Powers
    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.

    Spell 4
    Spoiler:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

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

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

    Powers
    Recharge this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 5. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 2
    Spoiler:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 3
    Spoiler:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat 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
    Spoiler:
    Mistmail
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7
    OR
    Intelligence
    Arcane
    8

    Powers
    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 5
    Spoiler:
    Skyplate Armor
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Craft
    Divine
    12

    Powers
    Reveal this card to reduce all damage dealt to you by 2. Recharge this card to move.
    Recharge this card to add 1 die to your check that invokes the Electricity trait.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at an Intelligence or Craft 13 check to recharge it instead.

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

    Traits
    Liquid
    Poison

    Check
    Intelligence
    Craft
    8

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

    Item 2
    Spoiler:
    Cenovath
    Item 5

    Traits
    Object
    Magic
    Mummy

    Check
    Intelligence
    Wisdom
    Survival
    14

    Powers
    Remove this card from the game and bury the top 5 cards of your deck to gain an Intelligence or Wisdom skill feat or gain a spell of choice from the box.

    Item 3
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

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

    Item 4
    Spoiler:
    Magic Carpet
    Item 2

    Traits
    Object
    Magic

    Check
    Intelligence
    Craft
    Charisma
    Survival
    9

    Powers
    Recharge this card to evade a bane that has the Trigger trait, then move all characters at this location to another location.
    Recharge this card to move all characters at this location to another location. This power cannot be used during an encounter.

    Item 5
    Spoiler:
    Deliquescent Gloves
    Item 3

    Traits
    Accessory
    Alchemical
    Acid

    Check
    Dexterity
    Intelligence
    Craft
    8

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

    Random Allies:
    Ally 1
    Spoiler:
    Mahga Threefingers
    Ally B

    Traits
    Half-Orc
    Ranger

    Check
    Charisma
    Diplomacy
    8

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

    Ally 2
    Spoiler:
    Unwrapped Harmony
    Ally 2

    Traits
    Caligni
    Oracle
    Trigger

    Check
    Perception
    Charisma
    Diplomacy
    11

    Powers
    When you examine this card, shuffle it back into its deck.
    If you fail to acquire Unwrapped Harmony, move to a random other location and end your turn.
    Discard this card to examine the top 3 cards of your location and put them back in any order; then explore your location.

    Ally 3
    Spoiler:
    Maftet Hunter
    Ally 4

    Traits
    Sphinx
    Maftet

    Check
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 2d6 and the Melee trait to a combat check at another location.
    Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.

    Ally 4
    Spoiler:
    Ptemenib
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    8

    Powers
    Recharge this card to examine the top card of 2 locations.
    Bury this card to shuffle 1d4+2 cards from your discard pile into your deck.

    Ally 5
    Spoiler:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 3
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 4
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessing 5
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Turn: 2 Skizza/Greenclaw

    Top of Blessing Discard Pile: Blessing of Pharasma

    Top Blessing:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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


    Blessings Remaining: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 3 Adowyn)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 2 (Turn 4 Athnul)
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessings Deck Card 3 (Turn 5 Grazzle)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 4 (Turn 6 Skizza)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 5 (Turn 7 Adowyn)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 6 (Turn 8 Athnul)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 7 (Turn 9 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 8 (Turn 10 Skizza)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 9 (Turn 11 Adowyn)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 10 (Turn 12 Athnul)
    Spoiler:
    Dark Archive's Favor
    Favor 5

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle them into different open locations.
    While this card is on top of the blessings discard pile, after the roll, you may add 1d12 to your check to acquire an item.

    Blessings Deck Card 11 (Turn 13 Grazzle)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 12 (Turn 14 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 13 (Turn 15 Adowyn)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 14 (Turn 16 Athnul)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 15 (Turn 17 Grazzle)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 16 (Turn 18 Skizza)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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.

    Blessings Deck Card 17 (Turn 19 Adowyn)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 18 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 19 (Turn 21 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 20 (Turn 22 Skizza)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 21 (Turn 23 Adowyn)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 22 (Turn 24 Athnul)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 23 (Turn 25 Grazzle)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 24 (Turn 26 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 25 (Turn 27 Adowyn)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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.

    Blessings Deck Card 26 (Turn 28 Athnul)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 27 (Turn 29 Grazzle)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 28 (Turn 30 Skizza)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Canny Jackal
    At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
    M:0 Ba:1 W:1 Sp:1 Ar:1 I:3 Al:2 Bl:0 ?:1

    Canny Jackal Card 1:
    Parade Armor
    Armor 5

    Traits
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    12

    Powers
    Display this card. While displayed, reduce all damage dealt to you by 3 or by 5 if it is Poison damage. If proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if you are proficient with light armors, bury it instead.

    Canny Jackal Card 2:
    Stained Glass Elemental
    Ally B

    Traits
    Elemental
    Electricity
    Veteran

    Check
    Charisma
    Survival
    Arcane
    9

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

    Canny Jackal Card 3:
    Feather of Maat
    Item B

    Traits
    Object
    Magic
    Maat

    Check
    Constitution
    Knowledge
    Divine
    5

    Powers
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    Canny Jackal Card 4:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

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

    Canny Jackal Card 5:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Canny Jackal Card 6:
    Apprentice
    Ally 2

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

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

    Canny Jackal Card 7:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Canny Jackal Card 8:
    Ring of Stony Flesh
    Item 5

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    10
    OR
    Constitution
    Fortitude
    8

    Powers
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add a die to your Constitution non-combat check or reduce all damage dealt to you by 2.

    Canny Jackal Card 9:
    Aluum
    Henchman Monster 5

    Traits
    Construct
    Golem

    Check
    Fortitude
    Wisdom
    6
    THEN
    Combat
    14

    Powers
    The Aluum is immune to the Attack, Mental, and Posion traits.
    The difficulty of the combat check to defeat is increased by 1d10.
    If undefeated, end your turn.

    Canny Jackal Card 10:
    Burglar's Bracers
    Item B

    Traits
    Accessory
    Tool

    Check
    Intelligence
    Craft
    Disable
    6

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

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M:2 Ba:1 W:1 Sp:0 Ar:3 I:1 Al:1 Bl:0 ?:1

    Dye Market Card 1:
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

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

    Dye Market Card 2:
    Effigy of Maat
    Item 2

    Traits
    Object
    Magic
    Maat
    Trigger

    Check
    Constitution
    Fortitude
    Divine
    8

    Powers
    When you examine this card, you may reveal a blessing that has the Maat trait to acquire this card.
    On your check, after the roll, reveal this card and bury a card, then remove any number of dice. For each die removed, add or subtract 5; take the new result.

    Dye Market Card 3:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Dye Market Card 4:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    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.

    Dye Market Card 5:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Dye Market Card 6:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Dye Market Card 7:
    Alchemist's Shield
    Armor 2

    Traits
    Shield Offhand

    Check
    Constitution
    Fortitude
    Craft
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

    Dye Market Card 8:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Dye Market Card 9:
    Elder Ice Elemental
    Monster 4

    Traits
    Elemental
    Outsider
    Cold

    Check
    Combat
    16

    Powers
    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.

    Dye Market Card 10:
    Sebti the Crocodile
    Ally 1

    Traits
    Human
    Cleric
    Trigger

    Check
    Charisma
    Diplomacy
    Divine
    9

    Powers
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail the check 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.

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

    Precinct of Left Eyes Card 1:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Precinct of Left Eyes Card 2:
    Plasma Ooze
    Monster 5

    Traits
    Ooze
    Electricity
    Fire

    Check
    Combat
    20

    Powers
    The Plasma Ooze is immune to the Acid, Bludgeoning, Electricity, Mental, Piercing, and Poison traits.
    Before you act, succeed at a Strength 13 check or discard a weapon.
    Damage dealt by the Plasma Ooze is dealt to each character at this location.

    Precinct of Left Eyes Card 3:
    Druid of the Storm
    Ally 2

    Traits
    Human
    Druid
    Veteran

    Check
    Divine
    7
    OR
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to add 1d4 and the Electricity trait to your combat check.
    Discard this card to explore your location. During this exploration, ignore banes’ immunity to the Electricity trait; add 2 plus the scenario’s adventure deck number and the Electricity trait to your combat checks.

    Precinct of Left Eyes Card 4:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Precinct of Left Eyes Card 5:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

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

    Precinct of Left Eyes Card 6:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Precinct of Left Eyes Card 7:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Precinct of Left Eyes Card 8:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Precinct of Left Eyes Card 9:
    Flaming Ranseur +3
    Weapon 5

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+3; you may additionally discard this card to add another 1d10 and the Fire trait. If not proficient with weapons, the difficulty of this check is increased by 4. If you fail this check, you may discard this card to ignore the result and reroll the dice; take the new result.

    Precinct of Left Eyes Card 10:
    Jet of Anubis
    Item 4

    Traits
    Object
    Magic
    Anubis

    Check
    Charisma
    Diplomacy
    Stealth
    11

    Powers
    When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    Recharge this card to add the Poison trait and 1d4 to your combat check.

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

    Smoking Den Card 1:
    Axe of the Imperative
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Perception
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

    Smoking Den Card 2:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Smoking Den Card 3:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

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

    Smoking Den Card 4:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Smoking Den Card 5:
    Cleric of Nethys
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    Knowledge
    9

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

    Smoking Den Card 6:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    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.

    Smoking Den Card 7:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Smoking Den Card 8:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Smoking Den Card 9:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

    Smoking Den Card 10:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    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.

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

    Vizier's Hill Card 1:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Vizier's Hill Card 2:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Vizier's Hill Card 3:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Vizier's Hill Card 4:
    Shocking Chest
    Barrier 4

    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

    Powers
    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.

    Vizier's Hill Card 5:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
    When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.

    Vizier's Hill Card 6:
    Caustic Fog
    Spell 3

    Traits
    Magic
    Divine
    Acid

    Check
    Wisdom
    Divine
    11

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

    Vizier's Hill Card 7:
    Mummy Golem
    Monster 4

    Traits
    Construct
    Golem
    Mummy

    Check
    Combat
    18

    Powers
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

    Vizier's Hill Card 8:
    Dark Stalker
    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

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

    Vizier's Hill Card 9:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Vizier's Hill Card 10:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M:2 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:1
    Located here: Grazzle, Athnul
    Notes: Create Mindscape displayed (+d4 to Int, Wis, Cha)

    Glass Pavilion Card 1 - Kalnaka:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Glass Pavilion Card 2 - Guecubu:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Glass Pavilion Card 3:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    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.

    Glass Pavilion Card 4:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Glass Pavilion Card 5:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Glass Pavilion Card 6:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Glass Pavilion Card 7:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

    Powers
    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.

    Glass Pavilion Card 8:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

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


  • Out of turn: I screwed up my deck handler and just noticed. Adowyn replaced her Force Shortbow +1 with the Marksman's Bow in the past; somehow, the change never made it to my deck handler. Just fixed that. Amended hand below.

    Adowyn wrote:

    Hand: Hatchetbird, Wolverine, Arboreal Armor, Aspect of the Wolf, Marksman's Bow,

    Displayed: Leryn,
    Deck: 16 Discard: 0 Buried: 0
    Notes: Shirt reroll 4-5A? Nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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


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

    Hand: Blessing of Alkenstar 1, Ghostbane Shotgun +2, Blessing of Abadar, Blessing of the Savored Sting, Sniper Goggles, Lucky Rifle +2, Wayfinder,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    Notes: Use blessings as needed. Reroll used: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

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


    Notes from Skizza's turn: Vizier's Hill is shuffled. Cleared cards 1,8 &10.
    I'm just going to avoid the whole question of the turn and move to Dye Market
    Explore Dye Market Card #1: Symbol of Fear
    Display Symbol of Fear at location

    Discard Wolverine to explore Dye Market Card #2: Effigy of Maat
    Divine 8 to acquire Effigy of Maat it being first check of turn: 1d8 + 4 + 1d6 ⇒ (2) + 4 + (3) = 9 Acquired

    Discard Hatchetbird to move to Smoking Den and explore Smoking Den Card #1: Axe of the Imperative
    Perception 12 to acquire Axe of the Imperative: 1d8 + 4 ⇒ (4) + 4 = 8 Failure.

    Reset hand and end turn, discarding Effigy of Maat as free discard.

    Adowyn wrote:

    Hand: Blessing of Abadar, Blessing of Erastil 3, Arboreal Armor, Aspect of the Wolf, Marksman's Bow,

    Displayed: Leryn,
    Deck: 13 Discard: 3 Buried: 0
    Notes: Shirt reroll 4-5A? Nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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


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

    Aggh! Don't know what happened to my whole post. See if I can recreate it...
    Explore Vizier's Hill

    Shocking Scimitar +2:

    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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


    Craft 11: 1d10 + 3 ⇒ (5) + 3 = 8 Fail and banish!

    Discard Wayfinder to examine next card: Poisoned Spiked Pit Trap. Shuffle deck. Explore location.
    Random Card: 1d9 + 1 ⇒ (9) + 1 = 10

    Blessing of the Ancients:

    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.


    Divine: 1d4 ⇒ 4 Acquired!

    Discard Blessing of the Ancients to explore again.
    Random Card: 1d8 + 1 ⇒ (7) + 1 = 8

    Dark Stalker:

    Monster 2

    Traits
    Caligni
    Veteran

    Check
    Combat
    12

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


    Reveal Lucky Rifle +2. Reveal Sniper Goggles
    Combat (Ranged) 17: 1d10 + 6 + 1d12 + 2 + 4 ⇒ (7) + 6 + (6) + 2 + 4 = 25 Defeated!

    Skizza decides to head up to Vizier's Hill to see what all the other clever people are up to. On the way he passes by a stupid non-splodey weapon and then gets lost for a moment. Luckily he has his wayfinder and manages to avoid a pit trap. He stops to examine some ancient runes and notices a creepy dark shape on the horizon. Deciding to test out his new rifle and his super cool goggles, he takes a pot shot at the thing. BANG!. Managing to take it out with one shot, he thinks he'll grow to like long range shooting.

    End Turn. Reset Hand.


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

    On Grazzle's turn, discard BoCC.
    Start turn, hour is Nethys, examine already examined Kalnaka. Move to Precinct of Left Eye. Explore top card: Blessing of the Elements.

    Wis 6: 1d10 + 4 ⇒ (5) + 4 = 9 Acquired!

    Discard BotE to explore card 2: Plasma Ooze
    BYA Str 13: 1d6 + 1 ⇒ (3) + 1 = 4 Auto fail, but no weapons to discard
    [ooc] Examine next card: Druid of the Storm, boon, so add d6. Recharge Minotaur (remove from game since it is AD5), recharge ring for punch power.

    Combat 20: 1d6 + 3 + 1d8 + 1d10 + 4 ⇒ (6) + 3 + (3) + (3) + 4 = 19
    Use Grazzle's Bo Maat to add 1 to succeed.

    Display Mask and Plasma Ooze to add a die to my checks to defeat Ooze, Electricity, or Fire monsters

    Discard Dreamstalker to examine Dye Market card 3: Coin Swarm. Move it to top of precinct and encounter it. Examine next card, still a boon, so add d6. Does not share a trait with the Ooze, so no mask help. Recharge achaekek for punch power. Also ask for Skizza's Blessing of Alkenstar to add d12
    Combat 6 + 2 * 5 + 4 = 20: 1d6 + 3 + 1d10 + 4 + 1d12 ⇒ (5) + 3 + (3) + 4 + (9) = 24 Perfect!

    Display coin swarm next to scenario. Attempt to close Precinct.
    Wis 6: 1d10 + 4 ⇒ (4) + 4 = 8 Success
    Cha 6: 1d6 ⇒ 5 Bury BotLoG to roll Wis die: 1d10 ⇒ 4 to auto succeed.

    Precinct of Left Eyes Closed!
    No items in discard pile to draw. Shuffle the extra coin swarm into Random location: 1d5 ⇒ 5 Glass Pavilion
    End turn. Reset hand, drawing 7

    Athnul wrote:

    Hand: Ascetic's Belt, Blessing of Abadar, Blessing of Maat, Riftwarden, Blessing of Gozreh, Heister, Karyukai Tea Set,

    Displayed: Mask of Stolen Mien, (At Precinct: Ooze, electric, fire),
    Deck: 8 Discard: 3 Buried: 1
    Notes: Feel free to use all but my last blessing.

    Skills and Powers:
    SKILLS

    Strength d6 [x]+1 [ ]+2 [ ]+3
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d10 [x] +1 [ ] +2
    Fortitude: Constitution +2
    Intelligence d4 [ ]+1 [ ]+2
    Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+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.)


    During This Adventure:
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: 4-5B: MONEY STALKS

  • When you defeat and display a Coin Swarm henchman, you may immediately attempt to close the location it came from.
  • When you close a location, before closing, search the location deck; you may choose 1 card and shuffle it into a random other open location deck.
  • When you defeat the henchman Aluum, shuffle the villain Canopic Soul into your location deck. To win, defeat and corner the Canopic Soul.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • Coin Swarm's displayed: 1
    Coin Swarm:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.


    Symbol of Fear (Dye Market):
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 2
    Spoiler:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    12

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Monster 3
    Spoiler:
    Burning Child
    Monster 3

    Traits
    Undead
    Fire

    Check
    Combat
    16
    OR
    Charisma
    10

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

    Monster 4
    Spoiler:
    Rukh
    Monster 3

    Traits
    Animal
    Acid

    Check
    Combat
    13
    THEN
    Combat
    13

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

    Monster 5
    Spoiler:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

    Random Barriers:
    Barrier 1
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Barrier 2
    Spoiler:
    Holy Word Trap
    Barrier 5

    Traits
    Trap
    Divine
    Magic
    Trigger

    Check
    Wisdom
    Divine
    11
    OR
    Intelligence
    Perception
    13

    Powers
    When you examine this card, discard any cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Fire damage, then shuffle a random barrier from the box into this location.

    Barrier 3
    Spoiler:
    Ambush
    Barrier 2

    Traits
    Skirmish
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Perception
    9

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

    Barrier 4
    Spoiler:
    Killing Box
    Barrier 5

    Traits
    Obstacle
    Trap
    Arcane
    Magic
    Acid

    Check
    Intelligence
    Perception
    Knowledge
    13
    OR
    Disable
    15

    Powers
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

    Barrier 5
    Spoiler:
    Telekinetic Enucleation
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    16

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

    Random Weapons:
    Weapon 1
    Spoiler:
    Disrupting Rapier +1
    Weapon 3

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. 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 3
    Spoiler:
    Rod of the Devoured Dawn
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Weapon 4
    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Weapon 5
    Spoiler:
    Mace of Ruin
    Weapon 4

    Traits
    Mace
    Melee
    Bludgeoning
    Acid
    Magic

    Check
    Strength
    Melee
    11

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d8+1; you may additionally discard this card to add another 1d4.
    Recharge this card to add your Strength or Melee skill to your check to defeat a bane that has the Obstacle trait.

    Random Spells:
    Spell 1
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Stoneskin
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

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

    Spell 3
    Spoiler:
    Detect Undead
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

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

    Spell 4
    Spoiler:
    Mistform
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    Discard this card to evade a non-villain, non-henchmen monster that does not have the Incorporeal trait.
    Discard this card to add 2 dice to a check to defeat a barrier that has the Obstacle or Trap trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligene
    Arcane
    Wisdom
    Divine
    8

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

    Random Armors:
    Armor 1
    Spoiler:
    Advocate's Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

    Armor 2
    Spoiler:
    Aegis of Recovery
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    12

    Powers
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check, or to reduce Acid, Cold, or Poison damage dealt to you to 0.
    Banish this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Armor 3
    Spoiler:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.

    Armor 4
    Spoiler:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Armor 5
    Spoiler:
    Quickdraw Shield
    Armor 5

    Traits
    Shield
    Finesse
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    Random Items:
    Item 1
    Spoiler:
    Glyphbane Gloves
    Item 2

    Traits
    Accessory
    Magic

    Check
    Intelligence
    Disable
    Arcane
    Wisdom
    Divine
    7

    Powers
    Recharge this card to add 2 dice to your check against a barrier that has the Arcane or Magic trait.

    Item 2
    Spoiler:
    Sandstorm Dust
    Item 4

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    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.

    Item 3
    Spoiler:
    Mumia
    Item 2

    Traits
    Liquid
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    8

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

    Item 4
    Spoiler:
    Staff of Revelations
    Item 3

    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Item 5
    Spoiler:
    Pure Holy Water
    Item 5

    Traits
    Liquid
    Magic
    Divine

    Check
    Craft
    Wisdom
    Divine
    12

    Powers
    Discard this card to evade a bane that has the Outsider or Undead trait.
    Banish this card to add 2d12 to your check to defeat a bane that has the Outsider or Undead trait.

    Random Allies:
    Ally 1
    Spoiler:
    Library Curator
    Ally 3

    Traits
    Human
    Cleric

    Check
    Intelligence
    Knowledge
    8
    OR
    Charisma
    Diplomacy
    9

    Powers
    Recharge this card to add 1 die to your Intelligence or Knowledge check. If you fail the check, bury this card instead of discarding it and discard a card.
    Discard this card to explore your location.

    Ally 2
    Spoiler:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Druid of the Hive
    Ally B

    Traits
    Thriae
    Druid
    Veteran
    Poison

    Check
    Charisma
    Diplomacy
    7

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

    Ally 4
    Spoiler:
    Mumia Smugglers
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Hireling

    Check
    Charisma
    Diplomacy
    8

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

    Ally 5
    Spoiler:
    Meehr Zet
    Ally B

    Traits
    Dwarf
    Aristocrat
    Hireling

    Check
    Charisma
    Diplomacy
    7

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 2
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessing 3
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 4
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessing 5
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Turn: 5 Grazzle/MorkXII

    Top of Blessing Discard Pile: Blessing of Thoth

    Top Blessing:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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


    Blessings Remaining: 25
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 6 Skizza)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 2 (Turn 7 Adowyn)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 3 (Turn 8 Athnul)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 4 (Turn 9 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 5 (Turn 10 Skizza)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 6 (Turn 11 Adowyn)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 7 (Turn 12 Athnul)
    Spoiler:
    Dark Archive's Favor
    Favor 5

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle them into different open locations.
    While this card is on top of the blessings discard pile, after the roll, you may add 1d12 to your check to acquire an item.

    Blessings Deck Card 8 (Turn 13 Grazzle)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 9 (Turn 14 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 10 (Turn 15 Adowyn)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 11 (Turn 16 Athnul)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

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

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 13 (Turn 18 Skizza)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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.

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

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 15 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 16 (Turn 21 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 17 (Turn 22 Skizza)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 18 (Turn 23 Adowyn)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 19 (Turn 24 Athnul)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 21 (Turn 26 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 22 (Turn 27 Adowyn)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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.

    Blessings Deck Card 23 (Turn 28 Athnul)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 24 (Turn 29 Grazzle)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 25 (Turn 30 Skizza)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Canny Jackal
    At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
    M:0 Ba:1 W:1 Sp:1 Ar:1 I:3 Al:2 Bl:0 ?:1

    Canny Jackal Card 1:
    Parade Armor
    Armor 5

    Traits
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    12

    Powers
    Display this card. While displayed, reduce all damage dealt to you by 3 or by 5 if it is Poison damage. If proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if you are proficient with light armors, bury it instead.

    Canny Jackal Card 2:
    Stained Glass Elemental
    Ally B

    Traits
    Elemental
    Electricity
    Veteran

    Check
    Charisma
    Survival
    Arcane
    9

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

    Canny Jackal Card 3:
    Feather of Maat
    Item B

    Traits
    Object
    Magic
    Maat

    Check
    Constitution
    Knowledge
    Divine
    5

    Powers
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    Canny Jackal Card 4:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

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

    Canny Jackal Card 5:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Canny Jackal Card 6:
    Apprentice
    Ally 2

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

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

    Canny Jackal Card 7:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Canny Jackal Card 8:
    Ring of Stony Flesh
    Item 5

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    10
    OR
    Constitution
    Fortitude
    8

    Powers
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add a die to your Constitution non-combat check or reduce all damage dealt to you by 2.

    Canny Jackal Card 9:
    Aluum
    Henchman Monster 5

    Traits
    Construct
    Golem

    Check
    Fortitude
    Wisdom
    6
    THEN
    Combat
    14

    Powers
    The Aluum is immune to the Attack, Mental, and Posion traits.
    The difficulty of the combat check to defeat is increased by 1d10.
    If undefeated, end your turn.

    Canny Jackal Card 10:
    Burglar's Bracers
    Item B

    Traits
    Accessory
    Tool

    Check
    Intelligence
    Craft
    Disable
    6

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

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:1 Bl:0 ?:0
    Notes: Symbol of Fear displayed

    Dye Market Card 1:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    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.

    Dye Market Card 2:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Dye Market Card 3:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Dye Market Card 4:
    Alchemist's Shield
    Armor 2

    Traits
    Shield Offhand

    Check
    Constitution
    Fortitude
    Craft
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

    Dye Market Card 5:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Dye Market Card 6:
    Elder Ice Elemental
    Monster 4

    Traits
    Elemental
    Outsider
    Cold

    Check
    Combat
    16

    Powers
    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.

    Dye Market Card 7:
    Sebti the Crocodile
    Ally 1

    Traits
    Human
    Cleric
    Trigger

    Check
    Charisma
    Diplomacy
    Divine
    9

    Powers
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail the check 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.

    Precinct of Left Eyes
    At This Location: At the start of your turn, you may draw an item from your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Athnul

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:1
    Located here: Adowyn,

    Smoking Den Card 1:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Smoking Den Card 2:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

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

    Smoking Den Card 3:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Smoking Den Card 4:
    Cleric of Nethys
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    Knowledge
    9

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

    Smoking Den Card 5:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    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.

    Smoking Den Card 6:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Smoking Den Card 7:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Smoking Den Card 8:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

    Smoking Den Card 9:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    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.

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

    Vizier's Hill Card 1:
    Caustic Fog
    Spell 3

    Traits
    Magic
    Divine
    Acid

    Check
    Wisdom
    Divine
    11

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

    Vizier's Hill Card 2:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Vizier's Hill Card 3:
    Mummy Golem
    Monster 4

    Traits
    Construct
    Golem
    Mummy

    Check
    Combat
    18

    Powers
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

    Vizier's Hill Card 4:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Vizier's Hill Card 5:
    Shocking Chest
    Barrier 4

    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

    Powers
    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.

    Vizier's Hill Card 6:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
    When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.

    Vizier's Hill Card 7:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M:2 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:2
    Located here: Grazzle,
    Notes: Create Mindscape displayed (+d4 to Int, Wis, Cha)
    Kalnaka, Guecubu

    Glass Pavilion Card 1:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

    Powers
    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.

    Glass Pavilion Card 2:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

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

    Glass Pavilion Card 3:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Glass Pavilion Card 4:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Glass Pavilion Card 5:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Glass Pavilion Card 6:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Glass Pavilion Card 7:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    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.

    Glass Pavilion Card 8:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Glass Pavilion Card 9:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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


  • Off-turn:
    Discard Blessing of Maat for Athnul

    Grazzle finds himself unprepared for the dangers he knows are ahead. He uses his divining abilities to get an idea of what is nearby and where he can best use his other skills while he readies his spells again.

    Start of turn:
    Examine Glass Pavillion 1: Steel Scorpion

    Recharge Blessing of Pharasma to examine Smoking Den 1 and 2.
    1: Corridor Dart Trap
    2: Marianix Karn
    Recharge Blessing of the Ancients to examine Vizier's Hill 1 and 2.
    1: Caustic Fog
    2: Baited Jewel Box

    Move to Canny Jackal.

    Explore Canny Jackal 1: Parade Armor
    Charisma 12: 1d8 + 4 ⇒ (6) + 4 = 10 Banished.

    Discard Vampire Bat to examine CJ 2: Stained Glass Elemental and explore.
    Survival 9: 1d10 + 5 ⇒ (9) + 5 = 14 Acquired.

    End of turn:
    Recharge Mythopoeic Sphinx to recharge everything else in my hand, then reset, then search my deck for a spell (Find Traps) and draw it. Shuffle my deck.

    Grazzle wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d8
    INTELLIGENCE d4
    WISDOM d10 +3
    Craft +1
    Survival +2
    CHARISMA d8 +4
    Divine +3

    Powers
    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

    Hand: Channel the Gift, Cloudburst, Divine Blaze, Dune of Doom, Find Traps, Restorative Touch, Volcanic Storm, Blessing of Osiris
    Displayed: Create Mindscape
    Deck: 10 Discard: 3 Buried: 5
    Notes: Shirt reroll not used in 4-5B. Die bumps: 5/5. Use cards/powers as needed.
    Channel the Gift:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Powers
    Discard this card to allow a character at your location to search his 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.

    Find Traps:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.

    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Restorative Touch:
    Restorative Touch
    Spell 3

    Traits
    Magic
    Divine
    Healing

    Powers
    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.

    Create Mindscape:
    Create Mindscape
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Mental

    Powers
    Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at htis location.
    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 attempt an Arcane or Divine 11 or Perception 9 check to recharge it instead.


    During This Adventure:
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: 4-5B: MONEY STALKS

  • When you defeat and display a Coin Swarm henchman, you may immediately attempt to close the location it came from.
  • When you close a location, before closing, search the location deck; you may choose 1 card and shuffle it into a random other open location deck.
  • When you defeat the henchman Aluum, shuffle the villain Canopic Soul into your location deck. To win, defeat and corner the Canopic Soul.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • Coin Swarm's displayed: 1
    Coin Swarm:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.


    Symbol of Fear (Dye Market):
    Symbol of Fear
    Barrier 3

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

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


    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Caravan Raider
    Monster B

    Traits
    Human
    Veteran

    Check
    Stealth
    7
    OR
    Combat
    9

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If undefeated, the Caravan Raider deals no damage; instead, banish a boon.

    Monster 2
    Spoiler:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    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.

    Monster 3
    Spoiler:
    Earth Ossumental
    Monster 5

    Traits
    Elemental
    Undead
    Trigger

    Check
    Combat
    19

    Powers
    When you examine this card, each character at this location is dealt 1d4 Acid damage. Shuffle this monster into a random open location.
    The Earth Ossumental is immune to the Mental and Poison traits.
    Before you act, each character at this location must succeed at a Dexterity or Acrobatics 13 check or be dealt 1d4 Acid damage.

    Monster 4
    Spoiler:
    Royal Naga
    Monster 4

    Traits
    Aberration

    Check
    Combat
    16
    THEN
    Combat
    16

    Powers
    Before you act, you may succeed at a Stealth 8 check to evade the Royal Naga.
    If the check to defeat has the Cold trait, add 1d8.
    For each combat check, randomly choose a card that you can play that is a weapon or has the Attack trait and play it.

    Monster 5
    Spoiler:
    Thunder Lizard
    Monster 3

    Traits
    Dragon
    Electricity

    Check
    Combat
    13

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

    Random Barriers:
    Barrier 1
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Barrier 2
    Spoiler:
    Grave Goods
    Barrier 3

    Traits
    Cache
    Curse
    Trigger

    Check
    Disable
    10
    OR
    Dexterity
    Craft
    12

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

    Barrier 3
    Spoiler:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

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

    Barrier 4
    Spoiler:
    Telekinetic Enucleation
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    16

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

    Barrier 5
    Spoiler:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Random Weapons:
    Weapon 1
    Spoiler:
    Greatclub +1
    Weapon 2

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 2
    Spoiler:
    Venomous Heavy Crossbow +2
    Weapon 5

    Traits
    Bow
    Ranged
    Piercing
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d10+2; you may additionally discard this card to add another 1d12 and the Poison trait. If not proficient with weapons, the difficulty of this check is increased by 4.
    If proficient with weapons, you may discard this card to add 1d4+2 and the Poison trait to a combat check by a character at another location.

    Weapon 3
    Spoiler:
    Shattertouch Shotel +2
    Weapon 4

    Traits
    Scythe
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    Wisdom
    Dexterity
    12

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+2. If proficient with weapons, you may additionally discard this card to add 2 to your check for each die rolled and the Cold and Electricity traits. If the bane has the Construct or Golem trait, add another 1d8 and ignore the bane's immunities during this check.

    Weapon 4
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. 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 5
    Spoiler:
    Axe of the Imperative
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Perception
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

    Random Spells:
    Spell 1
    Spoiler:
    Speak with Dead
    Spell 1

    Traits
    Magic
    Divine
    Undead

    Check
    Wisdom
    Divine
    4

    Powers
    When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
    When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

    Spell 2
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    6

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Whip of Centipedes
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Poison

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

    Powers
    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 5
    Spoiler:
    Detonate
    Spell 3

    Traits
    Magic
    Arcane
    Attack

    Check
    Intelligence
    Arcane
    10

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

    Random Armors:
    Armor 1
    Spoiler:
    Mistmail
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7
    OR
    Intelligence
    Arcane
    8

    Powers
    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 2
    Spoiler:
    Hide Armor of Fire Resistance
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Armor 3
    Spoiler:
    Advocate's Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

    Armor 4
    Spoiler:
    Parade Armor
    Armor 5

    Traits
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    12

    Powers
    Display this card. While displayed, reduce all damage dealt to you by 3 or by 5 if it is Poison damage. If proficient with light armors, add 1d6 to your Charisma or Diplomacy non-combat checks. At the end of your turn, banish this card; if you are proficient with light armors, bury it instead.

    Armor 5
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Random Items:
    Item 1
    Spoiler:
    Evocation Staff
    Item 5

    Traits
    Staff
    Attack
    Arcane
    Magic

    Check
    Intellgence
    Arcane
    14

    Powers
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
    additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

    Item 2
    Spoiler:
    Embalming Fluid
    Item 1

    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

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

    Item 3
    Spoiler:
    Spellbottle
    Item 3

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Arcane
    Divine
    10

    Powers
    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 4
    Spoiler:
    Chest of Keeping
    Item 5

    Traits
    Object
    Magic

    Check
    Wisdom
    Knowledge
    Intelligence
    Craft
    9

    Powers
    Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may add a card from the Chest of Keeping to your hand.

    Item 5
    Spoiler:
    Wing of Horus
    Item B

    Traits
    Object
    Magic
    Horus
    Trigger

    Check
    Dexterity
    Knowledge
    Divine
    6

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

    Random Allies:
    Ally 1
    Spoiler:
    Mad Dog Marrn
    Ally 1

    Traits
    Halfling
    Barbarian
    Hireling

    Check
    Survival
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    Clockwork Menial
    Ally 3

    Traits
    Automaton

    Check
    Intelligence
    Craft
    9

    Powers
    Discard this card to add 1 die to a check against a barrier or a check to acquire a boon.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Druid of the Hive
    Ally B

    Traits
    Thriae
    Druid
    Veteran
    Poison

    Check
    Charisma
    Diplomacy
    7

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

    Ally 4
    Spoiler:
    Maftet Hunter
    Ally 4

    Traits
    Sphinx
    Maftet

    Check
    Charisma
    Diplomacy
    11

    Powers
    Discard this card to add 2d6 and the Melee trait to a combat check at another location.
    Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.

    Ally 5
    Spoiler:
    Bal Themm
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    10

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessing 2
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessing 4
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessing 5
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Turn: 6 Skizza/Greenclaw

    Top of Blessing Discard Pile: Blessing of Abadar

    Top Blessing:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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


    Blessings Remaining: 24
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 7 Adowyn)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 2 (Turn 8 Athnul)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 3 (Turn 9 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 4 (Turn 10 Skizza)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 5 (Turn 11 Adowyn)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 6 (Turn 12 Athnul)
    Spoiler:
    Dark Archive's Favor
    Favor 5

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle them into different open locations.
    While this card is on top of the blessings discard pile, after the roll, you may add 1d12 to your check to acquire an item.

    Blessings Deck Card 7 (Turn 13 Grazzle)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 8 (Turn 14 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 9 (Turn 15 Adowyn)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 10 (Turn 16 Athnul)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

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

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 12 (Turn 18 Skizza)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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.

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

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 14 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 15 (Turn 21 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 16 (Turn 22 Skizza)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 17 (Turn 23 Adowyn)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 18 (Turn 24 Athnul)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 20 (Turn 26 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 21 (Turn 27 Adowyn)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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.

    Blessings Deck Card 22 (Turn 28 Athnul)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 23 (Turn 29 Grazzle)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 24 (Turn 30 Skizza)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Canny Jackal
    At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
    M:0 Ba:1 W:1 Sp:1 Ar:0 I:3 Al:1 Bl:0 ?:1
    Located here: Grazzle,

    Canny Jackal Card 1:
    Feather of Maat
    Item B

    Traits
    Object
    Magic
    Maat

    Check
    Constitution
    Knowledge
    Divine
    5

    Powers
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    Canny Jackal Card 2:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

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

    Canny Jackal Card 3:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Canny Jackal Card 4:
    Apprentice
    Ally 2

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

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

    Canny Jackal Card 5:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Canny Jackal Card 6:
    Ring of Stony Flesh
    Item 5

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    10
    OR
    Constitution
    Fortitude
    8

    Powers
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add a die to your Constitution non-combat check or reduce all damage dealt to you by 2.

    Canny Jackal Card 7:
    Aluum
    Henchman Monster 5

    Traits
    Construct
    Golem

    Check
    Fortitude
    Wisdom
    6
    THEN
    Combat
    14

    Powers
    The Aluum is immune to the Attack, Mental, and Posion traits.
    The difficulty of the combat check to defeat is increased by 1d10.
    If undefeated, end your turn.

    Canny Jackal Card 8:
    Burglar's Bracers
    Item B

    Traits
    Accessory
    Tool

    Check
    Intelligence
    Craft
    Disable
    6

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

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:1 Sp:0 Ar:3 I:0 Al:1 Bl:0 ?:0
    Notes: Symbol of Fear displayed

    Dye Market Card 1:
    Falcon Crown
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    10

    Powers
    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.

    Dye Market Card 2:
    Burglar's Buckler
    Armor 1

    Traits
    Shield

    Check
    Constitution
    Fortitude
    Disable
    6

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

    Dye Market Card 3:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Dye Market Card 4:
    Alchemist's Shield
    Armor 2

    Traits
    Shield Offhand

    Check
    Constitution
    Fortitude
    Craft
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

    Dye Market Card 5:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Dye Market Card 6:
    Elder Ice Elemental
    Monster 4

    Traits
    Elemental
    Outsider
    Cold

    Check
    Combat
    16

    Powers
    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.

    Dye Market Card 7:
    Sebti the Crocodile
    Ally 1

    Traits
    Human
    Cleric
    Trigger

    Check
    Charisma
    Diplomacy
    Divine
    9

    Powers
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail the check 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.

    Precinct of Left Eyes
    At This Location: At the start of your turn, you may draw an item from your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Athnul

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M:1 Ba:2 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:1
    Located here: Adowyn,

    Smoking Den Card 1 - Corridor Dart Trap:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Smoking Den Card 2 - Marianix Karn:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

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

    Smoking Den Card 3:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Smoking Den Card 4:
    Cleric of Nethys
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    Knowledge
    9

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

    Smoking Den Card 5:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    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.

    Smoking Den Card 6:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Smoking Den Card 7:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Smoking Den Card 8:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

    Smoking Den Card 9:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    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.

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

    Vizier's Hill Card 1 - Caustic Fog:
    Caustic Fog
    Spell 3

    Traits
    Magic
    Divine
    Acid

    Check
    Wisdom
    Divine
    11

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

    Vizier's Hill Card 2 - Baited Jewel Box:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Vizier's Hill Card 3:
    Mummy Golem
    Monster 4

    Traits
    Construct
    Golem
    Mummy

    Check
    Combat
    18

    Powers
    The Mummy Golem is immune to the Attack, Cold, Mental, and Poison traits.
    If the check to defeat the Mummy Golem has the Fire trait, add 1d8.

    Vizier's Hill Card 4:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Vizier's Hill Card 5:
    Shocking Chest
    Barrier 4

    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

    Powers
    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.

    Vizier's Hill Card 6:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
    When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.

    Vizier's Hill Card 7:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M:2 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:2
    Notes: Create Mindscape displayed (+d4 to Int, Wis, Cha)
    Kalnaka, Guecubu

    Glass Pavilion Card 1 - Steel Scorpion:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

    Powers
    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.

    Glass Pavilion Card 2:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

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

    Glass Pavilion Card 3:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Glass Pavilion Card 4:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Glass Pavilion Card 5:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Glass Pavilion Card 6:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Glass Pavilion Card 7:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    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.

    Glass Pavilion Card 8:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Glass Pavilion Card 9:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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


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

    Off Turn: Recharge Blessing of Alkenstar for Athnul's check.
    Explore Vizier Hill

    Caustic Fog:

    Spell 3

    Traits
    Magic
    Divine
    Acid

    Check
    Wisdom
    Divine
    11

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


    Auto Fail

    The officials at Vizier's Hill are honored to receive such a dignified and esteemed visitor as Skizza the rat. They offer him an acidic scroll as a welcome. "Pfft!" Skizza scoffs at the gift and points to a shiny jewel box on a desk. "I'll take that thing instead!"

    He sends Mac the macaw flying over to grab it.

    Discard Parrot to explore again.

    Baited Jewel Box:

    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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


    Recharge Blessing of Abadar
    Disable 11: 3d10 + 6 ⇒ (1, 7, 7) + 6 = 21 Defeated!
    Draw item from the box:
    Evocation Staff:

    Item 5

    Traits
    Staff
    Attack
    Arcane
    Magic

    Check
    Intellgence
    Arcane
    14

    Powers
    For your combat check, reveal this card and discard a spell to use your Arcane skill + 1d10; you may
    additionally add 2d10 and the Cold, Electricity, Fire, or Force trait.
    When a character at your location encounters a monster, reveal this card and discard a spell. The monster is evaded; put it on top of its location deck.

    Easily opening the box, Skizza finds a magical staff inside, which he's pretty sure he won't be able to use. "What else have you guys got? Anything 'splodey?"

    End Turn. Discard Evocation Staff. Reset Hand.

    Skizza wrote:

    Hand: Navigator Musket +1, Ghostbane Shotgun +2, Blessing of Kofusachi, Blessing of the Savored Sting, Sniper Goggles, Lucky Rifle +2, Emerald of Dexterity,

    Displayed:
    Deck: 11 Discard: 4 Buried: 0
    Notes: Use blessings as needed. Reroll used: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

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


    Turn 7: Adowyn/Blessing of Isis
    Move to Dye Market
    Explore Dye Market Card #1: Falcon Crown
    Divine 10 to acquire Falcon Crown, being first check of turn: 1d8 + 4 + 1d6 ⇒ (8) + 4 + (6) = 18 Acquired.

    Adowyn discovers a gorgeous helm wrought in the shape of a falcon. She places it on her head, hoping that there isn't some curse of the thing.

    Discard Blessing of Erastil to explore Dye Market Card #2: Burglar's Buckler
    Constitution 6 to acquire Burglar's Buckler: 1d6 ⇒ 6 Ha, acquired.

    And, a buckler! So much armor in this place.

    Reset hand and end turn, discarding Burglar's Buckler

    Adowyn wrote:

    Hand: Blessing of Abadar, Arboreal Armor, Aspect of the Wolf, Marksman's Bow, Falcon Crown (acquired),

    Displayed: Leryn,
    Deck: 13 Discard: 5 Buried: 0
    Notes: Blessing as needed. Shirt reroll 4-5A? Nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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


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

    The hour is Ra as Athnul goes to join her whiskered companion at the Vizier's Hill.

    When moved from Precinct, displayed mask of stolen mien is recharged.
    Display Karyukai Tea Set.
    Explore top card 3: Mummy Golem. Examine next card: Poison Spiked Pit Trap, no boon, so no help, but no trigger either. Reveal and recharge Bo Gozreh to evade and explore again.

    Random explore: 1d5 + 2 ⇒ (4) + 2 = 6 Galvanic Kopis +2.
    Weapon 5! Banish displayed coin storm to add d12
    Dex 10: 1d6 + 1d12 ⇒ (3) + (11) = 14 Nice!

    Discard Heister to explore again
    Random explore: 1d5 + 2 ⇒ (4) + 2 = 6 Same card, re-rolling
    Random explore: 1d5 + 2 ⇒ (2) + 2 = 4 Poison Spiked Pit Trap - Barrier. Use Heister's power to bottomdeck it and explore again.
    Random explore: 1d5 + 2 ⇒ (1) + 2 = 3 Mummy Golem
    Examine next card: 1d4 + 3 ⇒ (4) + 3 = 7 Coin Swarm - no help.
    Recharge Galvanic Kopis for punch power. Use Skizza's Ghostbane Shotgun to add 2d4.
    Combat 18: 1d6 + 3 + 1d10 + 4 + 2d4 ⇒ (6) + 3 + (4) + 4 + (1, 4) = 22 Defeated!
    Discard Belt and riftwarden for Ranged combat damage.

    End turn, reset hand, drawing 5

    Athnul wrote:

    Hand: Blessing of Abadar, Blessing of Maat, Amulet of Furious Fists, Blessing of Lamashtu, Golden Serpent Armband, Blessing of the Midnight Lord, Blessing of Bastet,

    Displayed: Karyukai Tea Set,
    Deck: 6 Discard: 6 Buried: 1
    Notes: Feel free to use all but my last blessing. Maat adds +/- 3 post rolling, Bastet allows for 1 or all dice to be rerolled, Lamashtu adds 2 dice vs monsters, Abadar adds 2 dice vs barriers, Midnight lords adds 2 dice on a Con or finesse check. Displayed tea set adds 1d8 to local checks against poison cards, and Wis non-combat checks against monsters, and reduces poison damage by 2.

    Skills and Powers:
    SKILLS

    Strength d6 [x]+1 [ ]+2 [ ]+3
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d10 [x] +1 [ ] +2
    Fortitude: Constitution +2
    Intelligence d4 [ ]+1 [ ]+2
    Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+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.)

    Vizier's Hill summary. Deck is technically shuffled, but only 3 cards remain and top and bottom are known.
    Card 7: Coin Swarm is on top
    Card 5 is unknown and in the middle. Presumably a spell.
    Card 4: Poison Spiked Pit Trap is on bottom


    Skizza's Scourge: 1d8 + 1 ⇒ (8) + 1 = 9= Curse of Blindness


    During This Adventure:
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: 4-5B: MONEY STALKS

  • When you defeat and display a Coin Swarm henchman, you may immediately attempt to close the location it came from.
  • When you close a location, before closing, search the location deck; you may choose 1 card and shuffle it into a random other open location deck.
  • When you defeat the henchman Aluum, shuffle the villain Canopic Soul into your location deck. To win, defeat and corner the Canopic Soul.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • Coin Swarm's displayed: 1
    Coin Swarm:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

    Powers
    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.

    Monster 2
    Spoiler:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

    Monster 3
    Spoiler:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    12

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If you play a weapon on your check to defeat, discard it.

    Monster 4
    Spoiler:
    Living Sandstorms
    Monster 5

    Traits
    Elemental
    Outsider
    Trigger

    Check
    Combat
    18

    Powers
    When you examine this card, each character at this location must succeed at a Dexterity or Stealth 13 check or is dealt 1d4 Combat damage.
    The Living Sandstorm is immune to the Mental, Poison, and Ranged traits.
    Before you act, discard a blessing from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.

    Monster 5
    Spoiler:
    Skull Ripper
    Monster 3

    Traits
    Construct

    Check
    Combat
    14

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Barrier 2
    Spoiler:
    Insanity Mist
    Barrier 3

    Traits
    Trap
    Magic
    Trigger

    Check
    None

    Powers
    When you examine this card, succeed at a Dexterity or Disable 11 check or each character at this location is dealt 2 Poison damage.
    Display this card next to its location. While displayed, at the start of your turn, succeed at a Wisdom Perception 10 check to banish this barrier; otherwise, you are dealt 2 Poison damage.

    Barrier 3
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Barrier 4
    Spoiler:
    Curse of Teeth and Fleas
    Barrier 2

    Traits
    Curse
    Magic
    Trigger

    Check
    Wisdom
    Survival
    Divine
    10

    Powers
    When you examine this card, banish it.
    If undefeated, display this card. If you encounter a card that has the Animal trait, evade it and you are dealt 1d4 Combat damage then 1d4 Poison damage. If the Poison damage is not reduced to 0, draw the scourge Curse of Poisoning from the box.

    Barrier 5
    Spoiler:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. 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 2
    Spoiler:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Weapon 3
    Spoiler:
    Frost Sling +1
    Weapon 1

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    6

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

    Weapon 4
    Spoiler:
    Thousand Stings Whip
    Weapon 4

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 5
    Spoiler:
    Disrupting Rapier +1
    Weapon 3

    Traits
    Sword
    Melee
    Piercing
    Finesse
    Swashbuckling
    Magic

    Check
    Strength
    Melee
    10

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d4. If the bane has the Undead trait, add another 1d8. If not proficient with weapons, the difficulty of this check is increased by 4.

    Random Spells:
    Spell 1
    Spoiler:
    Safety Bubble
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

    Powers
    Display this card at your location. When a character at this location is dealt damage, reduce it by 1d4.
    When the location is closed, discard this card. If you do not have either the Arcane or Divine skill, banish this card; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

    Spell 2
    Spoiler:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spell 3
    Spoiler:
    Ice Storm
    Spell 4

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold

    Check
    Intelligence
    Arcane
    Divine
    11

    Powers
    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.

    Spell 4
    Spoiler:
    Deathgrip
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Attack
    Cold
    Undead

    Check
    Intelligene
    Arcane
    Wisdom
    Divine
    8

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

    Spell 5
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Day Star Half-Plate
    Armor 3

    Traits
    Heavy Armor Magic

    Check
    Constitution
    Fortitude
    Divine
    10

    Powers
    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.

    Armor 2
    Spoiler:
    Quickdraw Shield
    Armor 5

    Traits
    Shield
    Finesse
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card and recharge another card to reduce all damage dealt to you by 2. You may play another armor.
    During your turn, if proficient with light armors, you may recharge this card.

    Armor 3
    Spoiler:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    3
    OR
    Craft
    Knowledge
    5

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Armor 5
    Spoiler:
    Steel Ibis Lamellar
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    9
    OR
    Intelligence
    Craft
    10

    Powers
    Reveal this card to reduce Cold, Combat, Fire or Electricity damage dealt to you by 3.
    If proficient with light armors, recharge this card to add 1d6 to your Dexterity or Constitution check.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0; you may succeed at a Craft 9 check to recharge this armor instead.

    Random Items:
    Item 1
    Spoiler:
    Smoke Stick
    Item 1

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    8

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

    Item 2
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

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

    Item 3
    Spoiler:
    Sandstorm Dust
    Item 4

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    9

    Powers
    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.

    Item 4
    Spoiler:
    Mumia
    Item 2

    Traits
    Liquid
    Alchemical
    Mummy

    Check
    Intelligence
    Craft
    8

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

    Item 5
    Spoiler:
    Staff of Revelations
    Item 3

    Traits
    Staff
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    10

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

    Random Allies:
    Ally 1
    Spoiler:
    Freed Soul
    Ally 5

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    13

    Powers
    Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
    While displayed, when you display a scourge, bury this card.

    Ally 2
    Spoiler:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Ally 3
    Spoiler:
    Pyromaniac Mage
    Ally 5

    Traits
    Human
    Wizard

    Check
    Intelligence
    Arcane
    Charisma
    Diplomacy
    13

    Powers
    Recharge this card to add 1d6+1 to your Arcane or Divine check; if it is a combat check, also add the Fire trait.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Basif Iosep
    Ally 2

    Traits
    Half-Elf
    Shopkeeper

    Check
    Charisma
    Diplomacy
    6

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

    Ally 5
    Spoiler:
    Qasin
    Ally 2

    Traits
    Outsider
    Psychopomp

    Check
    Charisma
    Diplomacy
    Divine
    10

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessing 2
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 3
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessing 4
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessing 5
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Turn: 9 Grazzle/MorkXII

    Top of Blessing Discard Pile: Blessing of the Elements

    Top Blessing:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.


    Blessings Remaining: 21
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 10 Skizza)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Blessings Deck Card 2 (Turn 11 Adowyn)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 3 (Turn 12 Athnul)
    Spoiler:
    Dark Archive's Favor
    Favor 5

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle them into different open locations.
    While this card is on top of the blessings discard pile, after the roll, you may add 1d12 to your check to acquire an item.

    Blessings Deck Card 4 (Turn 13 Grazzle)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 5 (Turn 14 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 6 (Turn 15 Adowyn)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 7 (Turn 16 Athnul)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

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

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 9 (Turn 18 Skizza)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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.

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

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 11 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 12 (Turn 21 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 13 (Turn 22 Skizza)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 14 (Turn 23 Adowyn)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 15 (Turn 24 Athnul)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 17 (Turn 26 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 18 (Turn 27 Adowyn)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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.

    Blessings Deck Card 19 (Turn 28 Athnul)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 20 (Turn 29 Grazzle)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 21 (Turn 30 Skizza)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Canny Jackal
    At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
    M:0 Ba:1 W:1 Sp:1 Ar:0 I:3 Al:1 Bl:0 ?:1
    Located here: Grazzle,

    Canny Jackal Card 1:
    Feather of Maat
    Item B

    Traits
    Object
    Magic
    Maat

    Check
    Constitution
    Knowledge
    Divine
    5

    Powers
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    Canny Jackal Card 2:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

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

    Canny Jackal Card 3:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Canny Jackal Card 4:
    Apprentice
    Ally 2

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

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

    Canny Jackal Card 5:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Canny Jackal Card 6:
    Ring of Stony Flesh
    Item 5

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    10
    OR
    Constitution
    Fortitude
    8

    Powers
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add a die to your Constitution non-combat check or reduce all damage dealt to you by 2.

    Canny Jackal Card 7:
    Aluum
    Henchman Monster 5

    Traits
    Construct
    Golem

    Check
    Fortitude
    Wisdom
    6
    THEN
    Combat
    14

    Powers
    The Aluum is immune to the Attack, Mental, and Posion traits.
    The difficulty of the combat check to defeat is increased by 1d10.
    If undefeated, end your turn.

    Canny Jackal Card 8:
    Burglar's Bracers
    Item B

    Traits
    Accessory
    Tool

    Check
    Intelligence
    Craft
    Disable
    6

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

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:0
    Located here: Adowyn,
    Notes:

    Dye Market Card 1:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Dye Market Card 2:
    Alchemist's Shield
    Armor 2

    Traits
    Shield Offhand

    Check
    Constitution
    Fortitude
    Craft
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

    Dye Market Card 3:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Dye Market Card 4:
    Elder Ice Elemental
    Monster 4

    Traits
    Elemental
    Outsider
    Cold

    Check
    Combat
    16

    Powers
    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.

    Dye Market Card 5:
    Sebti the Crocodile
    Ally 1

    Traits
    Human
    Cleric
    Trigger

    Check
    Charisma
    Diplomacy
    Divine
    9

    Powers
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail the check 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.

    Precinct of Left Eyes
    At This Location: At the start of your turn, you may draw an item from your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

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

    Smoking Den Card 1 - Corridor Dart Trap:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Smoking Den Card 2 - Marianix Karn:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

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

    Smoking Den Card 3:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Smoking Den Card 4:
    Cleric of Nethys
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    Knowledge
    9

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

    Smoking Den Card 5:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    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.

    Smoking Den Card 6:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Smoking Den Card 7:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Smoking Den Card 8:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

    Smoking Den Card 9:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    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.

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

    Vizier's Hill Card 1 - Coin Swarm:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Vizier's Hill Card 2:
    Shocking Chest
    Barrier 4

    Traits
    Cache
    Lock
    Trap

    Check
    Dexterity
    Disable
    12
    OR
    Strength
    15

    Powers
    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.

    Vizier's Hill Card 3 - Poison Spiked Pit Trap:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

    Powers
    The difficulty to defeat is increased by the scenario's adventure deck number.
    If defeated, you may explore again.
    If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M:2 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:2
    Notes: Create Mindscape displayed (+d4 to Int, Wis, Cha)
    Kalnaka, Guecubu

    Glass Pavilion Card 1 - Steel Scorpion:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

    Powers
    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.

    Glass Pavilion Card 2:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

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

    Glass Pavilion Card 3:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Glass Pavilion Card 4:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Glass Pavilion Card 5:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Glass Pavilion Card 6:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Glass Pavilion Card 7:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    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.

    Glass Pavilion Card 8:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Glass Pavilion Card 9:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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


  • Recharge Blessing of Osiris to examine Dye Market 1 and 2.
    1: Guecubu
    2: Alchemist's Shield

    Move to Vizier's Hill.

    Cast Restorative Touch to heal Skizza for 1d4 + 1 ⇒ (4) + 1 = 5 cards and remove his curse.

    Explore: Coin Swarm
    Cast Cloudburst.
    Combat 6+10=16 (20-26): 1d8 + 7 + 2 + 3d6 ⇒ (8) + 7 + 2 + (5, 6, 2) = 30. Too much. Shirt reroll the 8.
    Combat 6+10=16 (20-26): 1d8 + 7 + 2 + 5 + 6 + 2 ⇒ (2) + 7 + 2 + 5 + 6 + 2 = 24 Defeated, displayed.
    Close: Tea Set blocks the Poison damage.
    Asking Skizza for Blessing of Kofusachi
    Int 6: 2d4 ⇒ (2, 3) = 5 Asking Athnul for Blessing of Maat to bump up to 8. Closed.

    Using Cloudburst to move to Dye Market after defeating the Coin Swarm.

    Cast Channel the Gift to draw Restorative Touch from my deck.
    Cast Restorative Touch to heal Adoywn for 1d4 + 1 ⇒ (4) + 1 = 5 cards and remove his curse.
    [/ooc]

    End of turn:
    Draw up to 7.

    Grazzle wrote:

    Skills and Powers:
    Skills

    STRENGTH d6
    DEXTERITY d6
    CONSTITUTION d8
    INTELLIGENCE d4
    WISDOM d10 +3
    Craft +1
    Survival +2
    CHARISMA d8 +4
    Divine +3

    Powers
    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

    Hand: Divine Blaze, Dune of Doom, Find Traps, Volcanic Storm, Blessing of Abadar, Blessing of Osiris, Blessing of the Ancients
    Displayed: Create Mindscape
    Deck: 11 Discard: 3 Buried: 5
    Notes: Shirt reroll used in 4-5B. Die bumps: 5/5. Use cards/powers as needed.
    Find Traps:
    Find Traps
    Spell B

    Traits
    Magic
    Divine

    Powers
    Discard this card to add 2 dice to any check to defeat a barrier.

    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.

    Blessing of Abadar:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

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

    Create Mindscape:
    Create Mindscape
    Spell 3

    Traits
    Magic
    Arcane
    Divine
    Mental

    Powers
    Display this card next to a location. While displayed, add 1d4 to Intelligence, Wisdom, and Charisma checks by characters at htis location.
    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 attempt an Arcane or Divine 11 or Perception 9 check to recharge it instead.


    During This Adventure:
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: 4-5B: MONEY STALKS

  • When you defeat and display a Coin Swarm henchman, you may immediately attempt to close the location it came from.
  • When you close a location, before closing, search the location deck; you may choose 1 card and shuffle it into a random other open location deck.
  • When you defeat the henchman Aluum, shuffle the villain Canopic Soul into your location deck. To win, defeat and corner the Canopic Soul.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • Coin Swarm's displayed: 1
    Coin Swarm:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Coffer Corpse
    Monster 1

    Traits
    Undead

    Check
    Combat
    8
    THEN
    Combat
    10

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

    Monster 2
    Spoiler:
    Mummy
    Monster 4

    Traits
    Undead
    Mummy

    Check
    Combat
    21

    Powers
    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.

    Monster 3
    Spoiler:
    Elemental Arachnid
    Monster 4

    Traits
    Construct

    Check
    Combat
    17

    Powers
    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.

    Monster 4
    Spoiler:
    Mummified Sphinx
    Monster 3

    Traits
    Undead
    Sphinx
    Mummy

    Check
    Combat
    17

    Powers
    The Mummified Sphinx is immune to the Mental and Poison traits.
    If the check to defeat has the Fire trait, add 1d8.
    Before you act, recharge your hand, reset your hand, and bury a card.

    Monster 5
    Spoiler:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    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.

    Random Barriers:
    Barrier 1
    Spoiler:
    Sightless Starvation
    Barrier 5

    Traits
    Curse
    Undead
    Poison
    Trigger

    Check
    Intelligence
    Wisdom
    Survival
    Charisma
    Diplomacy
    12

    Powers
    When you examine this card, encounter it.
    Attempt 2 different checks to defeat this card. If you fail your first check, draw the scourge Curse of the Ravenous from the box. If you fail your second check, draw the scourge Curse of Blindness from the box. Then banish this card; the barrier is defeated.

    Barrier 2
    Spoiler:
    Holy Word Trap
    Barrier 5

    Traits
    Trap
    Divine
    Magic
    Trigger

    Check
    Wisdom
    Divine
    11
    OR
    Intelligence
    Perception
    13

    Powers
    When you examine this card, discard any cards that have the Cold, Mummy, or Undead trait, then encounter this card.
    If undefeated, each character at this location is dealt 1d4 Fire damage, then shuffle a random barrier from the box into this location.

    Barrier 3
    Spoiler:
    Telekinetic Enucleation
    Barrier 5

    Traits
    Curse
    Trigger

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    16

    Powers
    When you examine this card, encounter it.
    If undefeated, each character at your location draws the scourge Curse of Blindness from the box.

    Barrier 4
    Spoiler:
    Pharaoh's Altar
    Barrier 5

    Traits
    Cache
    Lock
    Curse
    Trigger

    Check
    Dexterity
    Disable
    12
    OR
    Craft
    14

    Powers
    When you examine this card, draw a random scourge from the box.
    If defeated, draw a random non-loot boon of your choice of type from the box that has an adventure deck number equal to the scenario's adventure deck number.
    If undefeated, draw the scourge Curse of Blindness from the box.

    Barrier 5
    Spoiler:
    The Evil Eye
    Barrier B

    Traits
    Curse
    Arcane
    Trigger
    Veteran

    Check
    Stealth
    Knowledge
    Arcane
    Divine
    Diplomacy
    6

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

    Random Weapons:
    Weapon 1
    Spoiler:
    Axe of the Imperative
    Weapon 5

    Traits
    Axe
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Perception
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d8. If proficient with weapons and the bane has a power that happens before or after you act, add another 1d8.

    Weapon 2
    Spoiler:
    Thousand Stings Whip
    Weapon 4

    Traits
    Whip
    Melee
    Piercing
    Poison
    Finesse
    Magic

    Check
    Strength
    Melee
    11

    Powers
    Reveal this card when you encounter a monster to ignore any non-villain, non-henchman monster powers that would trigger before you act, then for your combat check, use your Strength or Melee skill +1d8+1. If proficient with weapons, you may add or subtract 4 from your result.
    If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

    Weapon 3
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. 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 4
    Spoiler:
    Spellsword +2
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic

    Check
    Strength
    Melee
    Arcane
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d8+2; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to recharge a random spell from your discard pile.

    Weapon 5
    Spoiler:
    Rod of the Devoured Dawn
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Random Spells:
    Spell 1
    Spoiler:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

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

    Spell 2
    Spoiler:
    Detect Undead
    Spell 1

    Traits
    Magic
    Divine

    Check
    Wisdom
    Divine
    5

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

    Spell 3
    Spoiler:
    Knock
    Spell 1

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    7

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

    Spell 4
    Spoiler:
    Spite Cloud
    Spell 5

    Traits
    Magic
    Arcane
    Attack
    Acid

    Check
    Intelligence
    Arcane
    12

    Powers
    For your combat check, discard this card to use your Arcane skill + 4d6; if the bane has the Ooze or Construct trait, add an additional 1d6. You may use the result for any additional combat checks against the same monster.
    After playing this card, if you do not have the Arcane skill, banish it; otherwise, succeed at an Arcane 14 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Random Armors:
    Armor 1
    Spoiler:
    Mistmail
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7
    OR
    Intelligence
    Arcane
    8

    Powers
    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 2
    Spoiler:
    Alchemist's Suit
    Armor 2

    Traits
    Clothing
    Light Armor
    Alchemical

    Check
    Constitution
    Fortitude
    Intelligence
    Craft
    7

    Powers
    Discard to reduce Acid, Cold, Combat, Electricity or Poison damage dealt to you by 3; then you may search your deck for a card that has the Alchemical trait and put it in your hand.
    If proficient with light armors, bury this card to reduce Acid, Cold, Combat, or Electricity damage dealt to you to 0. You may succeed at an Intelligence or Craft 9 check to recharge this armor instead.

    Armor 3
    Spoiler:
    Reed Snake Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    10

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, you may recharge this card when you reset your hand.

    Armor 4
    Spoiler:
    Clawhand Shield
    Armor 3

    Traits
    Shield
    Offhand

    Check
    Constitution
    Fortitude
    6
    OR
    Melee
    8

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Acid, Combat, or Fire damage dealt to you by 2. You may play another armor on this check.
    When playing a weapon, you may discard this card to add 1d4 and the Slashing trait to the check.

    Armor 5
    Spoiler:
    Bone Lamellar
    Armor 1

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    6
    OR
    Intelligence
    Craft
    8

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

    Random Items:
    Item 1
    Spoiler:
    Effigy of Anubis
    Item 3

    Traits
    Object
    Magic
    Anubis
    Trigger

    Check
    Intelligence
    10
    OR
    Charisma
    Diplomacy
    8

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

    Item 2
    Spoiler:
    Canteen
    Item B

    Traits
    Object
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Item 3
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

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

    Item 4
    Spoiler:
    Smoked Glass Goggles
    Item B

    Traits
    Accessory

    Check
    Intelligence
    Craft
    Wisdom
    Survival
    6

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

    Item 5
    Spoiler:
    Embalming Fluid
    Item 1

    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

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

    Random Allies:
    Ally 1
    Spoiler:
    Osirion Ancestor
    Ally B

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Divine
    Charisma
    Diplomacy
    8

    Powers
    Display this card. While displayed, you may recharge this card to examine the top card of your location deck, then put it on the top or bottom of its deck or add 1d6 and the Cold, Magic, and Undead traits to your check against a card that has the Outsider or Undead trait.

    Ally 2
    Spoiler:
    Minnothet
    Ally 2

    Traits
    Human
    Shopkeeper

    Check
    Fortitude
    Charisma
    Diplomacy
    8

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

    Ally 3
    Spoiler:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Zereletan
    Ally 4

    Traits
    Aberration
    Naga

    Check
    Charisma
    Diplomacy
    11
    OR
    Combat
    15

    Powers
    Bury this card to recharge any items in your discard pile.
    Discard this card to explore your location.

    Ally 5
    Spoiler:
    Freed Soul
    Ally 5

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    13

    Powers
    Display this card. While displayed, at the end of your turn, you may recharge a blessing in your discard pile.
    While displayed, when you display a scourge, bury this card.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessing 2
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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 3
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessing 4
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessing 5
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Turn: 10 Skizza/Greenclaw

    Top of Blessing Discard Pile: Blessing of the Lady of Graves

    Top Blessing:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.


    Blessings Remaining: 20
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 11 Adowyn)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 2 (Turn 12 Athnul)
    Spoiler:
    Dark Archive's Favor
    Favor 5

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle them into different open locations.
    While this card is on top of the blessings discard pile, after the roll, you may add 1d12 to your check to acquire an item.

    Blessings Deck Card 3 (Turn 13 Grazzle)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 4 (Turn 14 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 5 (Turn 15 Adowyn)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 6 (Turn 16 Athnul)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

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

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 8 (Turn 18 Skizza)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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.

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

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 10 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 11 (Turn 21 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 12 (Turn 22 Skizza)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 13 (Turn 23 Adowyn)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 14 (Turn 24 Athnul)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 16 (Turn 26 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 17 (Turn 27 Adowyn)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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.

    Blessings Deck Card 18 (Turn 28 Athnul)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 19 (Turn 29 Grazzle)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 20 (Turn 30 Skizza)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Canny Jackal
    At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
    M:0 Ba:1 W:1 Sp:1 Ar:0 I:3 Al:1 Bl:0 ?:1

    Canny Jackal Card 1:
    Feather of Maat
    Item B

    Traits
    Object
    Magic
    Maat

    Check
    Constitution
    Knowledge
    Divine
    5

    Powers
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    Canny Jackal Card 2:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

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

    Canny Jackal Card 3:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Canny Jackal Card 4:
    Apprentice
    Ally 2

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

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

    Canny Jackal Card 5:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Canny Jackal Card 6:
    Ring of Stony Flesh
    Item 5

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    10
    OR
    Constitution
    Fortitude
    8

    Powers
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add a die to your Constitution non-combat check or reduce all damage dealt to you by 2.

    Canny Jackal Card 7:
    Aluum
    Henchman Monster 5

    Traits
    Construct
    Golem

    Check
    Fortitude
    Wisdom
    6
    THEN
    Combat
    14

    Powers
    The Aluum is immune to the Attack, Mental, and Posion traits.
    The difficulty of the combat check to defeat is increased by 1d10.
    If undefeated, end your turn.

    Canny Jackal Card 8:
    Burglar's Bracers
    Item B

    Traits
    Accessory
    Tool

    Check
    Intelligence
    Craft
    Disable
    6

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

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M:2 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:0 ?:0
    Located here: Grazzle, Adowyn,
    Notes:

    Dye Market Card 1 - Guecubu:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Dye Market Card 2 - Alchemist's Shield:
    Alchemist's Shield
    Armor 2

    Traits
    Shield Offhand

    Check
    Constitution
    Fortitude
    Craft
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat damage dealt to you by 2, or to reduce another type of damage by 5 if you recharge a card that has a trait that matches the damage type. If proficient with light armors, you may play another armor on this check.

    Dye Market Card 3:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Dye Market Card 4:
    Elder Ice Elemental
    Monster 4

    Traits
    Elemental
    Outsider
    Cold

    Check
    Combat
    16

    Powers
    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.

    Dye Market Card 5:
    Sebti the Crocodile
    Ally 1

    Traits
    Human
    Cleric
    Trigger

    Check
    Charisma
    Diplomacy
    Divine
    9

    Powers
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail the check 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.

    Precinct of Left Eyes
    At This Location: At the start of your turn, you may draw an item from your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

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

    Smoking Den Card 1 - Corridor Dart Trap:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Smoking Den Card 2 - Marianix Karn:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

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

    Smoking Den Card 3:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Smoking Den Card 4:
    Cleric of Nethys
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    Knowledge
    9

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

    Smoking Den Card 5:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    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.

    Smoking Den Card 6:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Smoking Den Card 7:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Smoking Den Card 8:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

    Smoking Den Card 9:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    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.

    Vizier's Hill
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Skizza, Athnul
    Notes:

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M:2 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:2
    Notes: Create Mindscape displayed (+d4 to Int, Wis, Cha)
    Kalnaka, Guecubu

    Glass Pavilion Card 1 - Steel Scorpion:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

    Powers
    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.

    Glass Pavilion Card 2:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

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

    Glass Pavilion Card 3:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Glass Pavilion Card 4:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Glass Pavilion Card 5:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Glass Pavilion Card 6:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Glass Pavilion Card 7:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    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.

    Glass Pavilion Card 8:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Glass Pavilion Card 9:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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


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

    Discarded Bo Maat for Grazzle. Tea set discarded with closed location. Updating hand.

    Athnul wrote:

    Hand: Blessing of Abadar, Amulet of Furious Fists, Blessing of Lamashtu, Golden Serpent Armband, Blessing of the Midnight Lord, Blessing of Bastet,

    Displayed:
    Deck: 6 Discard: 8 Buried: 1
    Notes: Feel free to use all but my last blessing. Bastet allows for 1 or all dice to be rerolled, Lamashtu adds 2 dice vs monsters, Abadar adds 2 dice vs barriers, Midnight lords adds 2 dice on a Con or finesse check.

    Skills and Powers:
    SKILLS

    Strength d6 [x]+1 [ ]+2 [ ]+3
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d10 [x] +1 [ ] +2
    Fortitude: Constitution +2
    Intelligence d4 [ ]+1 [ ]+2
    Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+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.)


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

    From Last Turn:
    Random Scourge from last turn: 1d8 + 1 ⇒ (1) + 1 = 2

    Curse of Poisoning :

    Scourge B
    Traits
    Curse
    Poison

    Check
    None

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


    Recharge Random Card: 1d7 ⇒ 6
    Recharge Lucky Rifle +2

    Off turn: Shuffle Ghostbane Shotgun +2 into deck for Athnul's check.
    Off turn: Banish Curse of Poisoning and clear discard pile (Thanks Graz!)
    Off turn: Recharge Blessing of Kofusachi for Grazzle's check.

    Move to Smoking Den. Explore.

    Corridor Dart Trap :

    Barrier B
    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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


    Disable 16: 1d10 + 4 ⇒ (3) + 4 = 7 Fail
    Discard Blessing of the Savored Sting to reroll and add 2 dice.
    Disable 16: 3d10 + 4 ⇒ (8, 7, 6) + 4 = 25
    Overkill. Suffer a Random Scourge: 1d8 + 1 ⇒ (6) + 1 = 7
    Curse of Fevered Dreams :

    Scourge 3
    Traits
    Curse
    Arcane

    Check
    None

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

    You may only have 1 copy of this card displayed.

    Suddenly feeling a little bit under the weather, Skizza stops by to get some timely healing from his buddy Grazzle before making his way to the Smoking Den. He finds the place trapped and does too good a job of dismantling the trap and picks up yet another curse for his troubles.

    End Turn. Reset Hand.

    Skizza wrote:

    Hand: Navigator Musket +1, Silver Balladeer, Blessing of Alkenstar 2, Blessing of Abadar, Sniper Goggles, Blessing of Alkenstar 1, Emerald of Dexterity,

    Displayed: Curse of Fevered Dreams,
    Deck: 14 Discard: 1 Buried: 0
    Notes: Use blessings as needed. Reroll used: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Recharge hand from curse and draw 1d4 + 1 ⇒ (1) + 1 = 2 cards.

    Skizza wrote:

    Hand: Shy Ratani, Shock Musket +1,

    Displayed: Curse of Fevered Dreams,
    Deck: 19 Discard: 1 Buried: 0
    Notes: Use blessings as needed. Reroll used: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

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


    Turn 9: Healed of Curse and five cards (whole discard) - ta, Grazzle!

    Turn 11: Adowyn/Blessing of Thoth
    Explore Dye Market Card #1: Guecubu

    Adowyn finds herself facing an off creature that, judging from the way it is looking at her, is hungry and deems her an appropriate meal. For the thousandth time in the past few weeks, the hunter nocks and arrow and fires.

    Combat 15 to defeat Guecubu, revealing Marksman's Bow and it being the first combat of turn: 1d10 + 7 + 1d6 + 4 + 1d6 ⇒ (1) + 7 + (1) + 4 + (4) = 17

    The monster goes down, but Adowyn is stricken with illness from the reek of the body.

    Draw random scourge after acting against Guecubu: 1d8 + 1 ⇒ (7) + 1 = 8 Display Curse of Fevered Dreams

    Discard Blessing of Abadar to explore Dye Market Card #2: Alchemist's Shield
    Constitution 6 to acquire Alchemist's Shield: 1d6 ⇒ 2 Failed. Banished.

    Reset hand and end turn

    Adowyn wrote:

    Hand: Blessing of Erastil 2, Arboreal Armor, Aspect of the Wolf, Marksman's Bow, Falcon Crown (acquired),

    Displayed: Leryn, Curse of Fevered Dreams,
    Deck: 17 Discard: 1 Buried: 0
    Notes: Blessing as needed. Shirt reroll 4-5A? Nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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

    As per Curse of Fevered Dreams, recharge hand and draw 1d4+1 cards
    Number of cards drawn: 1d4 + 1 ⇒ (4) + 1 = 5 Ooh, nice.

    Adowyn wrote:

    Hand: Effigy of Maat (acquired), Wolverine, Blessing of Erastil 3, Major Cure, Burglar's Buckler (acquired),

    Displayed: Leryn, Curse of Fevered Dreams,
    Deck: 17 Discard: 1 Buried: 0
    Notes: Blessing as needed. Shirt reroll 4-5A? Nope
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d6 [ ]+1 [ ]+2
    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

    A weapon would have been welcome, though.


    During This Adventure:
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d8+1.
  • When creating the blessings deck, replace 1 blessing with the favor Dark Archive's Favor (proxy with Tablet of Languages Lost).
  • If the result of your check to defeat a barrier exceeds the difficulty by 6 or more, suffer a scourge. If the result of your check to acquire an item exceeds the difficulty by 6 or more, draw an item from the box and banish a displayed card that has the Curse trait.

    During This Scenario: 4-5B: MONEY STALKS

  • When you defeat and display a Coin Swarm henchman, you may immediately attempt to close the location it came from.
  • When you close a location, before closing, search the location deck; you may choose 1 card and shuffle it into a random other open location deck.
  • When you defeat the henchman Aluum, shuffle the villain Canopic Soul into your location deck. To win, defeat and corner the Canopic Soul.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  • Coin Swarm's displayed: 1
    Coin Swarm:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Burning Child
    Monster 3

    Traits
    Undead
    Fire

    Check
    Combat
    16
    OR
    Charisma
    10

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

    Monster 2
    Spoiler:
    Ghoul
    Monster 1

    Traits
    Undead
    Ghoul

    Check
    Combat
    11

    Powers
    The Ghoul is immune to the Mental and Poison traits.
    If undefeated, end your turn.

    Monster 3
    Spoiler:
    Bonecrusher Hunter
    Monster B

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    9

    Powers
    When you examine this card, encounter it and increase its difficulty to defeat by 3.
    The difficulty to defeat is increased by the scenario's adventure deck number.

    Monster 4
    Spoiler:
    Geniekin
    Monster B

    Traits
    Elemental
    Outsider
    Janni
    Veteran
    Trigger

    Check
    Combat
    8

    Powers
    When you examine this card, summon and encounter a random monster that has the Acid, Cold, Electricity, Fire, or Poison trait.
    The difficulty of checks against the Geniekin is increased by twice the scenario’s adventure deck number.

    Monster 5
    Spoiler:
    Elder Ifreeti
    Monster 4

    Traits
    Elemental
    Outsider
    Janni
    Fire

    Check
    Combat
    19

    Powers
    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.

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

    Traits
    Trap
    Magic
    Trigger
    Curse

    Check
    None

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

    Barrier 2
    Spoiler:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Barrier 3
    Spoiler:
    Void Glyph
    Barrier 1

    Traits
    Trap
    Cold
    Arcane
    Trigger
    Veteran

    Check
    Intelligence
    Arcane
    Knowledge
    6
    OR
    Wisdom
    8

    Powers
    When you examine this card, succeed at a Wisdom check of 8 plus the scenario's adventure deck number; otherwise, you are dealt 1d4 Mental damage that may not be reduced.
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, each character at this location is dealt 1d4 Cold damage and is moved to a random other location.

    Barrier 4
    Spoiler:
    Killing Box
    Barrier 5

    Traits
    Obstacle
    Trap
    Arcane
    Magic
    Acid

    Check
    Intelligence
    Perception
    Knowledge
    13
    OR
    Disable
    15

    Powers
    If undefeated, each character at your location is dealt 1d6 Acid damage, then 1d6 Acid damage.

    Barrier 5
    Spoiler:
    Inevitable Trap
    Barrier 3

    Traits
    Trap
    Skirmish
    Magic
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    13
    OR
    Wisdom
    Survival
    10

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

    Random Weapons:
    Weapon 1
    Spoiler:
    Rod of the Devoured Dawn
    Weapon 5

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+2.
    Reveal this card and discard a card that has the Divine trait to ignore any non-villain monster powers that occur after you act.

    Weapon 2
    Spoiler:
    Galvanic Kopis +2
    Weapon 5

    Traits
    Knife
    Ranged
    Slashing
    Electricity
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+2; you may additionally recharge this card to add 2 to your check for each die rolled.
    When playing another weapon, you may recharge this card to add 1d4+2 to your combat check.

    Weapon 3
    Spoiler:
    Greatclub +1
    Weapon 2

    Traits
    Club
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    8

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d10+1; you may additionally discard this card to add your Strength die. If not proficient with weapons, the difficulty of this check is increased by 4.

    Weapon 4
    Spoiler:
    Fate Blade
    Weapon 4

    Traits
    Knife
    Ranged
    Piercing
    Magic
    Pharasma

    Check
    Dexterity
    Ranged
    Wisdom
    Divine
    11

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally recharge this card to add another 1d4. 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 5
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4+1; you may additionally discard this card to add another 1d4 then search your deck for a weapon that has the Knife trait and put it in your hand.
    When playing another weapon, you may discard this card to add 2d4 to your combat check.

    Random Spells:
    Spell 1
    Spoiler:
    Flames of the Faithful
    Spell 1

    Traits
    Magic
    Divine
    Fire
    Veteran

    Check
    Wisdom
    Divine
    5

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

    Spell 2
    Spoiler:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    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.

    Spell 3
    Spoiler:
    Corrosion
    Spell 2

    Traits
    Magic
    Arcane
    Divine
    Acid

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

    Powers
    Discard this card to add 1 die to any check to defeat a barrier, or to any check against a monster that has the Construct or Undead trait.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    Disable Mechanism
    Spell 2

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    10

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

    Spell 5
    Spoiler:
    Monstrous Physique
    Spell 5

    Traits
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    13

    Powers
    Display this card next to a character. While displayed, add 2 dice and the Acid and Bludgeoning traits to that character's Strength and Dexterity checks. Reduce Acid, Combat, and Poison damage dealt to him by 3. At the end of his turn, he may move.
    At the end of the turn, if you do not have Arcane skill, banish this card and bury your discard pile; otherwise, bury this card and your discard pile, or you may succeed at an Arcane 15 check to bury this card instead.

    Random Armors:
    Armor 1
    Spoiler:
    Aegis of Recovery
    Armor 5

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    12

    Powers
    At the end of your turn, reveal this card to recharge a random card from your discard pile.
    Recharge this card to add 1 die to your Constitution or Fortitude non-combat check, or to reduce Acid, Cold, or Poison damage dealt to you to 0.
    Banish this card to shuffle 1d4+1 cards from your discard pile into your deck.

    Armor 2
    Spoiler:
    Silken Ceremonial Armor
    Armor 4

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    11

    Powers
    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.

    Armor 3
    Spoiler:
    Mistmail
    Armor 2

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7
    OR
    Intelligence
    Arcane
    8

    Powers
    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 4
    Spoiler:
    Advocate's Armor
    Armor 3

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Charisma
    Diplomacy
    9

    Powers
    Reveal this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you by 2 or add 2 to your Charisma or Diplomacy non-combat check.
    Banish this card to reduce Acid, Combat, Electricity, or Fire damage dealt to you to 0. If proficient with light armors, bury this card instead.
    If proficient with light armors, recharge this card to draw an ally from your discard pile.

    Armor 5
    Spoiler:
    Shield of Fire Resistance
    Armor 1

    Traits
    Shield
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    6

    Powers
    If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
    Reveal this card to reduce Combat 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.

    Random Items:
    Item 1
    Spoiler:
    Embalming Fluid
    Item 1

    Traits
    Liquid
    Cold
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    Knowledge
    7

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

    Item 2
    Spoiler:
    Hand of the Guilty Man
    Item 2

    Traits
    Accessory
    Magic
    Mummy

    Check
    Wisdom
    Divine
    7

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

    Item 3
    Spoiler:
    Jet of Anubis
    Item 4

    Traits
    Object
    Magic
    Anubis

    Check
    Charisma
    Diplomacy
    Stealth
    11

    Powers
    When you attempt a Charisma check or check that invokes the Poison trait, recharge this card to add or remove 1 die from your check. You may reveal a blessing that has the Anubis trait to reveal this card instead.
    Recharge this card to add the Poison trait and 1d4 to your combat check.

    Item 4
    Spoiler:
    Helpful Haversack
    Item 1

    Traits
    Accessory
    Magic

    Check
    Dexterity
    Intelligence
    6

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

    Item 5
    Spoiler:
    Spellbottle
    Item 3

    Traits
    Object
    Magic
    Arcane
    Divine

    Check
    Arcane
    Divine
    10

    Powers
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Idorii
    Ally 1

    Traits
    Half-Elf
    Fighter

    Check
    Melee
    Charisma
    Diplomacy
    9

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

    Ally 2
    Spoiler:
    Black Kiss
    Ally 1

    Traits
    Half-Elf
    Alchemist
    Hireling

    Check
    Intelligence
    Craft
    Charisma
    Diplomacy
    10

    Powers
    If you fail the check to acquire Black Kiss, you are dealt 1d4 Poison damage.
    Recharge this card to add your Craft skill and the Poison trait to a combat check at your location.
    Discard this card to explore your location.

    Ally 3
    Spoiler:
    Sand Elemental
    Ally 5

    Traits
    Elemental

    Check
    Constitution
    Fortitude
    9

    Powers
    Recharge the Sand Elemental to reduce Fire or Cold damage dealt to a character to 0.
    Recharge the Sand Elemental to ignore a non-villain bane's power that happens before you act.
    Discard this card to explore your location.

    Ally 4
    Spoiler:
    Fire Gecko
    Ally B

    Traits
    Animal
    Elemental
    Fire

    Check
    Wisdom
    Survival
    4

    Powers
    Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
    Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.

    Ally 5
    Spoiler:
    Khelru
    Ally 1

    Traits
    Human
    Cleric

    Check
    Knowledge
    Divine
    Charisma
    Diplomacy
    9

    Powers
    If you fail the check to acquire Khelru, discard the top card of the blessings deck.
    Reveal this card and shuffle 1d4 random cards from your discard pile into your deck, then discard this card.
    Discard this card to examine the top card of your location. You may then explore your location.

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Blessing 2
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

    Powers
    Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.
    Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.
    After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

    Blessing 3
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

    Powers
    Discard this card to add 1 die and the Electricity trait to any check.
    Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
    Discard this card to move, then you may explore your location. You may not use this power during an encounter.
    After you play this card, if it matches the top card of the blessings discard pile, you may move.

    Blessing 4
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessing 5
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Turn: 12 Athnul/eddiephlash

    Top of Blessing Discard Pile: Dark Archive's Favor

    Top Blessing:
    Dark Archive's Favor
    Favor 5

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, draw a number of items from the box equal to the number of open locations. Banish any number of them, then shuffle them into different open locations.
    While this card is on top of the blessings discard pile, after the roll, you may add 1d12 to your check to acquire an item.


    Blessings Remaining: 18
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 Grazzle)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 2 (Turn 14 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 3 (Turn 15 Adowyn)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 4 (Turn 16 Athnul)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 5 (Turn 17 Grazzle)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 6 (Turn 18 Skizza)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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.

    Blessings Deck Card 7 (Turn 19 Adowyn)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 8 (Turn 20 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 9 (Turn 21 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 10 (Turn 22 Skizza)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Blessings Deck Card 11 (Turn 23 Adowyn)
    Spoiler:
    Blessing of Osiris
    Blessing 4

    Traits
    Divine
    Osiris
    Healing

    Check
    Divine
    8

    Powers
    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.

    Blessings Deck Card 12 (Turn 24 Athnul)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 13 (Turn 25 Grazzle)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

    Powers
    Discard this card to add 1 die to any check.
    Discard this card to examine the top card of your location, then you may explore your location.
    After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

    Blessings Deck Card 14 (Turn 26 Skizza)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 15 (Turn 27 Adowyn)
    Spoiler:
    Blessing of Anubis
    Blessing 4

    Traits
    Divine
    Anubis
    Poison
    Mummy

    Check
    Divine
    8
    OR
    Charisma
    Diplomacy
    11

    Powers
    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.

    Blessings Deck Card 16 (Turn 28 Athnul)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

    Powers
    Discard this card after any check is rolled to add or subtract up to 3 from the result.
    Recharge this card to reduce damage dealt to you by 2.
    Discard this card to exchange all dice that would be rolled on a non-combat check with d8s.
    After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of random cards from his discard pile.

    Blessings Deck Card 17 (Turn 29 Grazzle)
    Spoiler:
    Blessing of Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessings Deck Card 18 (Turn 30 Skizza)
    Spoiler:
    Blessing of the Lady of Graves
    Blessing 5

    Traits
    Divine
    Pharasma
    Undead

    Check
    Divine
    10

    Powers
    On any check, after the roll, bury this card to allow a character to roll her Wisdom die and add or subtract up to that amount from her result.
    Discard this card to add 2 dice to any check that invokes the Undead trait.
    Bury this card to examine your location deck, then shuffle it.
    When you would bury this card for its power, if the top card of the blessings discard pile has the Pharasma trait, discard this card instead.

    Canny Jackal
    At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, summon and encounter an ally; if you acquire it, draw it.
    M:0 Ba:1 W:1 Sp:1 Ar:0 I:3 Al:1 Bl:0 ?:1

    Canny Jackal Card 1:
    Feather of Maat
    Item B

    Traits
    Object
    Magic
    Maat

    Check
    Constitution
    Knowledge
    Divine
    5

    Powers
    Recharge this card to add 1 die to your Constitution non-combat check.
    After you roll the dice on your check, recharge this card to add or subtract 1 from the result.

    Canny Jackal Card 2:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

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

    Canny Jackal Card 3:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

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

    Canny Jackal Card 4:
    Apprentice
    Ally 2

    Traits
    Half-Elf

    Check
    Arcane
    Divine
    Charisma
    Diplomacy
    8

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

    Canny Jackal Card 5:
    Returning Throwing Axe +1
    Weapon 1

    Traits
    Axe
    Ranged
    Slashing
    Magic

    Check
    Dexterity
    Ranged
    8

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8+1; you may additionally recharge this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4.

    Canny Jackal Card 6:
    Ring of Stony Flesh
    Item 5

    Traits
    Accessory
    Magic

    Check
    Strength
    Melee
    10
    OR
    Constitution
    Fortitude
    8

    Powers
    Put this card on top of your deck to add 1d6 and the Bludgeoning trait to your Strength or Melee combat check.
    Put this card on top of your deck to add a die to your Constitution non-combat check or reduce all damage dealt to you by 2.

    Canny Jackal Card 7:
    Aluum
    Henchman Monster 5

    Traits
    Construct
    Golem

    Check
    Fortitude
    Wisdom
    6
    THEN
    Combat
    14

    Powers
    The Aluum is immune to the Attack, Mental, and Posion traits.
    The difficulty of the combat check to defeat is increased by 1d10.
    If undefeated, end your turn.

    Canny Jackal Card 8:
    Burglar's Bracers
    Item B

    Traits
    Accessory
    Tool

    Check
    Intelligence
    Craft
    Disable
    6

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

    Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M:1 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
    Located here: Grazzle, Adowyn,
    Notes:

    Dye Market Card 1:
    Striking Wing Scimitar
    Weapon 4

    Traits
    Sword
    Melee
    Slashing
    Magic
    Finesse

    Check
    Strength
    Melee
    12

    Powers
    For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+2; you may additionally discard this card to add another 1d6+1. If not proficient with weapons, the difficulty of this check is increased by 4.
    Recharge this card to move to another location. You may not use this power during an encounter.

    Dye Market Card 2:
    Elder Ice Elemental
    Monster 4

    Traits
    Elemental
    Outsider
    Cold

    Check
    Combat
    16

    Powers
    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.

    Dye Market Card 3:
    Sebti the Crocodile
    Ally 1

    Traits
    Human
    Cleric
    Trigger

    Check
    Charisma
    Diplomacy
    Divine
    9

    Powers
    When you examine this card, you may reveal a Blessing that has the Pharasma trait to acquire it.
    If you fail the check 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.

    Precinct of Left Eyes
    At This Location: At the start of your turn, you may draw an item from your discard pile.
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

    Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M:1 Ba:1 W:1 Sp:1 Ar:0 I:0 Al:2 Bl:1 ?:1
    Located here: Skizza,

    Smoking Den Card 1 - Marianix Karn:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

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

    Smoking Den Card 2:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Smoking Den Card 3:
    Cleric of Nethys
    Ally 2

    Traits
    Human
    Cleric

    Check
    Charisma
    Diplomacy
    Divine
    Knowledge
    9

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

    Smoking Den Card 4:
    Bonestorm
    Monster 4

    Traits
    Undead
    Swarm

    Check
    Combat
    17

    Powers
    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.

    Smoking Den Card 5:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Smoking Den Card 6:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

    Powers
    Discard this card to add 1 die to any check.
    Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
    Discard this card to explore your location.

    Smoking Den Card 7:
    Jolting Portent
    Spell 5

    Traits
    Magic
    Divine
    Attack
    Electricity

    Check
    Wisdom
    Divine
    12

    Powers
    For your combat check, discard this card to use your Divine skill + 3d8. Add an additional 1d8 if the bane has a power that happens before you act, and an additional 1d8 if it has a power that happens after you act.
    After playing this card, if you do not have the Divine skill, banish it; otherwise, succeed at a Divine 14 check to recharge this card instead of discarding it.

    Smoking Den Card 8:
    Collapsing Sphinx
    Barrier 4

    Traits
    Obstacle
    Sphinx
    Trigger

    Check
    Dexterity
    Stealth
    Perception
    Wisdom
    12

    Powers
    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.

    Vizier's Hill
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed
    Located here: Athnul
    Notes:

    Glass Pavilion
    At This Location: At the start of your turn, examine the top card of your location.
    When Closing: Succeed at a Divine or Wisdom check with a difficulty of 5 plus the scenario’s adventure deck number.
    When Permanently Closed: For the rest of the scenario, at the start of another character's turn, you may recharge a card to allow that character to examine the top card of their location.
    M:2 Ba:1 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:2 ?:2
    Notes: Create Mindscape displayed (+d4 to Int, Wis, Cha)
    Kalnaka, Guecubu

    Glass Pavilion Card 1 - Steel Scorpion:
    Steel Scorpion
    Barrier 4

    Traits
    Trap
    Lock
    Poison

    Check
    Dexterity
    Disable
    Stealth
    10
    OR
    Strength
    13

    Powers
    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.

    Glass Pavilion Card 2:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

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

    Glass Pavilion Card 3:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Glass Pavilion Card 4:
    Kalnaka
    Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    22

    Powers
    The Kalanka is immune to the Cold, Mental, and Poison traits.
    If your check to defeat has the Electricity trait, add 1d8.
    If undefeated, bury your discard pile.

    Glass Pavilion Card 5:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

    Powers
    Reveal this card to add 1d4 to your check to acquire a boon.
    Discard this card to add 2d8 to any check to acquire a boon.
    Discard this card to examine the top card of your location; then you may explore your location, add 1 die to your checks to acquire boons.
    After you play this card, if it matches the top card of the blessings discard pile, draw a card.

    Glass Pavilion Card 6:
    Coin Swarm
    Henchman Monster 5

    Traits
    Construct
    Swarm
    Veteran

    Check
    Combat
    6

    Powers
    The Coin Swarm is immune to the Mental and Poison traits.
    The difficulty to defeat is increased by twice the scenario's adventure deck number. If the check to defeat does not have the Attack trait, the difficulty to defeat is additionally increased by 4.
    If you do not defeat the Coin swarm by at least 4, shufflit it into the deck it came from; it is still defeated.
    If defeated by 4 or more, but by less than 10, you may display this card next to the scenario. While displayed, any character my banish this card to add 1d12 to any check to acquire.

    Glass Pavilion Card 7:
    Channel the Gift
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    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.

    Glass Pavilion Card 8:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Glass Pavilion Card 9:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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


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

    It is the hour of the Dark Archive's Favor, and a package from the faction arrives as Athnul wraps up her latest meditation session.

    4 Open locations, 4 items: Embalming Fluid, Hand of the Guilty Man, Jet of Anubis, Helpful Haversack. Only one of reasonable level is Jet, so shuffle it into Canny Jackal, and banish the rest. Move to the Canny Jackal and explore.

    Feeling rejuvenated, Athnul heads to the Canny Jackal to stock up before returning to her friends to finish off their latest mission.

    Random explore: 1d9 ⇒ 8 Burglar's Bracers.
    Int 6: 1d4 ⇒ 4
    Use Favor to add d12
    Int 6: 4 + 1d12 ⇒ 4 + (9) = 13 Acquired!
    Overkill, so draw extra item from box: Spellbottle. Banish Adowyn's curse.

    Discard BoML to explore again
    Random explore: 1d9 ⇒ 6 Ring of Stony Flesh
    Fort 8: 1d10 + 3 ⇒ (4) + 3 = 7
    Use Favor to add d12
    Int 6: 7 + 1d12 ⇒ 7 + (10) = 17 Acquired!
    Another overkill, Will need another random item drawn. Banish Skizza's curse.

    Discard Bo Lamashtu to explore again
    Random explore: 1d9 ⇒ 2 Lightning Bolt
    Int 8: 1d4 ⇒ 3 Auto-fail

    Discard Bo Abadar to explore again
    Random explore: 1d9 ⇒ 9 Jet of Anubis
    Cha 11: 1d6 ⇒ 4
    Use Favor to add d12
    Int 6: 4 + 1d12 ⇒ 4 + (2) = 6
    Use location power to bury Burglar's Bracers to auto acquire Jet.

    The faction led her to the right place, as she picks up several useful items.

    End turn, reset hand, discarding Spellbottle, Ring of stony flesh, mystery item, and drawing 3.

    Athnul wrote:

    Hand: Amulet of Furious Fists, Golden Serpent Armband, Blessing of Bastet, Jet of Anubis , Mindblade, Ring of Wave Walking, Blessing of Achaekek,

    Displayed:
    Deck: 3 Discard: 12 Buried: 2
    Notes: Feel free to use all but my last blessing. Bastet allows for 1 or all dice to be rerolled, Achaekek adds 2 dice vs henchmen or villains. Ring adds 3 to local con/fort non-acquisition checks.

    Skills and Powers:
    SKILLS

    Strength d6 [x]+1 [ ]+2 [ ]+3
    Melee: Strength +2
    Dexterity d6 [ ] +1 [ ]+2
    Constitution d10 [x] +1 [ ] +2
    Fortitude: Constitution +2
    Intelligence d4 [ ]+1 [ ]+2
    Wisdom d10 [x]+1 [x]+2 [x]+3 [x]+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.)


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

    Cards 1, 3, 4, 5, 7 remain at Jackal shuffled.
    Barrier, Weapon, Item, Ally, Unknown

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