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

Due to curse of mummy, when I took damage, I needed to have buried one of the cards: Blessing of Achaekek

Whelp, looks like I'm on my own
Percep 6: 1d10 + 6 ⇒ (9) + 6 = 15 Success
Combat 28: 3d6 + 4 ⇒ (3, 4, 5) + 4 = 16 Fail
No cards in hand to take damage
Bury: 1d4 ⇒ 4 top cards: Vestments of False Faith, Karyukai Tea Set, Blessing of Nethys, and Heister
Bury top card of location due to scenario power. Suffer a scourge: 1d10 ⇒ 8: Curse of the Sphinx due to adventure power.

End turn. Reset hand, drawing 7

Athnul wrote:

Hand: Ring of Wave Walking, Mindblade, Blessing of Droskar, Blessing of the Midnight Lord, Zealot, Blessing of Bastet Box, Sand Elemental,

Displayed: Tomb Artisan, Mask of Stolen Mien, (GMC - Undead, Mummy), Curse of the Mummy, Curse of Daybane, Curse of the Sphinx,
Deck: 0 Discard: 6 Buried: 6
"Notes: Tomb Artisan adds d6 to local Knowledge, Perception, or Stealth checks. Ring adds 3 to a con/fort check
Use all but 1 blessing; Bastet allows a local re-roll of 1 or all dice, Droskar bless x2 on BYA/AYA checks, Lord bless x2 on any con/finesse check, zealot allows any of these to act as the hour's power."
Current Location: Sepulcher of the Servant

Skills and Powers:
SKILLS

Strength d6 [x]+1 [x]+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 ([x] plus the card's adventure deck number) 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.
[x] Blessings played on your check to defeat a villain or henchman may add 1d12 instead of the normal die. ([x] You may recharge any such blessing you played instead of discarding it.)
After failing a check to acquire, you may bury a card to add 2
Die bumps: [ ], [ ], [ ], [ ], [ ]
Shirt re-roll used for 4-6C: [ ]


During This Adventure: ADVENTURE 4-6: BLOOD LORD’S LAMENT
Loot List || Summoned Banes || Traders

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6C: HUNTED IN THE UNDEAD CITY

  • When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel, Varanthe the Paralyzer, and Xandhul Bloodsbane III on the bottom of different location decks. Display the support card Defensive Stance next to this card.
  • When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.
  • To win the scenario, a location must be open while the siege deck is empty.
    Defensive Stance:
    Powers
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.


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

    Random Monsters:
    Monster 1
    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 2
    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 3
    Spoiler:
    Furies of the Drowned Desert
    Monster 6

    Traits
    Elemental
    Outsider
    Acid

    Check
    Combat
    21

    Powers
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Monster 4
    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 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:
    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 2
    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 3
    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 4
    Spoiler:
    Lightning Storm
    Barrier B

    Traits
    Obstacle
    Weather
    Electricity

    Check
    None

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

    Barrier 5
    Spoiler:
    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:
    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:
    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 3
    Spoiler:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 4
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Weapon 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:
    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 2
    Spoiler:
    Stoneskin
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    7

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

    Spell 3
    Spoiler:
    Augury
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the deck.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 4
    Spoiler:
    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:
    Sands of Time
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Random Armors:
    Armor 1
    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 2
    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 3
    Spoiler:
    Elemental Brass Mail
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    12
    OR
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

    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:
    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:
    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 2
    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.

    Item 3
    Spoiler:
    Scarab of Ptah
    Item 6

    Traits
    Object
    Magic
    Ptah
    Trigger

    Check
    Constitution
    Fortitude
    12

    Powers
    When you examine this card, you may reveal a blessing that has the Ptah trait to acquire this card.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.

    Item 4
    Spoiler:
    Scarab of Khepri
    Item 6

    Traits
    Object
    Magic
    Khepri

    Check
    Wisdom
    Survival
    10

    Powers
    Reveal this card to add a die to your checks against a card that has the Animal trait.
    Reveal this card and recharge a card that has the Animal trait to add 1d6 to any Survival check.
    Bury this card to add 1d8 and the Poison trait to your combat check.

    Item 5
    Spoiler:
    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.

    Random Allies:
    Ally 1
    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 2
    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 3
    Spoiler:
    Sehela
    Ally 6

    Traits
    Undead
    Ghost
    Incorporeal
    Alchemist

    Check
    Charisma
    Diplomacy
    15

    Powers
    Display this card. While displayed, you may add 1d6 to Craft, Disable, and Perception checks by any character at your location.
    While displayed, when you display a scourge, bury this card.

    Ally 4
    Spoiler:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

    Powers
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Ally 5
    Spoiler:
    Basif Iosep
    Ally 2

    Traits
    Half-Elf
    Shopkeeper

    Check
    Charisma
    Diplomacy
    6

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Turn: 16 Grazzle/MorkXII

    Top of Blessing Discard Pile: Blessing of Ptah

    Top Blessing:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.


    Blessings Remaining: 14
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 17 Skizza)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 2 (Turn 18 Adowyn)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 3 (Turn 19 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 4 (Turn 20 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 5 (Turn 21 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 6 (Turn 22 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 23 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 8 (Turn 24 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 25 Skizza)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 10 (Turn 26 Adowyn)
    Spoiler:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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

    Blessings Deck Card 11 (Turn 27 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 12 (Turn 28 Grazzle)
    Spoiler:
    Grand Lodge's Favor
    Favor 6

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
    While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.

    Blessings Deck Card 13 (Turn 29 Skizza)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 14 (Turn 30 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.

    Scenario Deck Card 1:
    Devourer Assassin
    Villain Monster 6

    Traits
    Undead
    Rogue

    Check
    Divine
    Perception
    6
    THEN
    Combat
    28

    Powers
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.

    Scenario Deck Card 2:
    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.

    Chisisek's Tomb
    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

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M:0 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
    Located here: Adowyn, Grazzle
    Notes: Elemental Treaty displayed

    Crypt Card 1:
    Dancing Scimitar +2
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    12

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

    Crypt Card 2:
    Rhino Hide Armor
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.

    Crypt Card 3:
    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.

    Crypt Card 4 - Xandhul Bloodsbane III:
    Xandhul Bloodsbane III
    Henchman Monster 6

    Traits
    Human
    Rogue

    Check
    Strength
    Melee
    Stealth
    Diplomacy
    13

    Powers
    Before you act, summon and encounter a monster. If it is not defeated, the difficulty of the check to defeat Xandhul Bloodsbane III is increased by 1d8+1.
    If defeated, display this card. While displayed, when you would fail a combat check and be dealt damage, add 1d8+1 to the result. Unless you are at the location Eternal Arena, you are dealt damage as if you had not used this power.

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

    Mumia Lab Card 1:
    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.

    Mumia Lab Card 2:
    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.

    Mumia Lab Card 3:
    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.

    Mumia Lab Card 4:
    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.

    Mumia Lab Card 5 - Varanthe the Paralyzer:
    Varanthe the Paralyzer
    Henchman Monster 6

    Traits
    Undead
    Aristocrat

    Check
    Intelligence
    Knowledge
    Wisdom
    Divine
    13

    Powers
    Varanthe the Paralyzer is immune to the Mental and Poison traits.
    Before you act, you may bury an ally or a blessing; if you do not, recharge all of your allies and blessings.
    If defeated, display this card. While displayed, you may bury an ally or a blessing to evade your encounter. If you are at the location Ruined Temple, you may recharge the ally or blessing instead.

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:0 Ba:0 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1
    Located here: Athnul

    Sepulcher of the Servant Card 1:
    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.

    Sepulcher of the Servant Card 2:
    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.

    Sepulcher of the Servant Card 3:
    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.

    Sepulcher of the Servant Card 4:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Sepulcher of the Servant Card 5 - Mortevia Strassel:
    Mortevia Strassel
    Henchman Monster 6

    Traits
    Undead
    Ghast
    Soldier

    Check
    Consitution
    Fortitude
    Charisma
    Arcane
    13

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.


  • Start of turn:
    Discard 2 cards to heal Athnul for 5 cards.

    Cast Restorative Touch to heal Adowyn for 1d4 + 1 ⇒ (3) + 1 = 4 cards and remove two scourges from her.

    Explore: Devourer Assassin
    Cast Cloudburst to ignore BYA for Grazzle. Everyone else needs to do a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    Divine 6: 1d8 + 7 ⇒ (6) + 7 = 13
    Discard Blessing of Nethys to bless the Combat check.
    Combat 28: 1d8 + 7 + 2 + 3d6 + 1d8 ⇒ (4) + 7 + 2 + (3, 4, 6) + (6) = 32 Defeated, but I get a scourge.
    Scourge: 1d10 ⇒ 3 = Curse of Vulnerability.

    End of turn:
    Ravenous: 1d4 ⇒ 4: Items (none to bury).
    Draw up to 8.

    Grazzle wrote:

    Skills and Powers:
    Skills

    STRENGTH d6 +1
    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 may 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, Eagle Aerie, Volcanic Storm, Shield Cloak, Crystal Ball, Mythopoeic Sphinx, Blessing of Maat, Blessing of Pharasma
    Displayed: Curse of Vulnerability, Curse of the Ravenous, Elemental Treaty
    Deck: 5 Discard: 4 Buried: 7
    Notes: Shirt reroll not used in 4-6C. Die bumps: 3/6. Use cards/powers as needed.
    Eagle Aerie:
    Eagle Aerie
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    Display this card. While displayed, any character at your location may recharge a card at the end of a turn to move. You may discard this card to add 1d8 to a combat check at your location; if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Crystal Ball:
    Crystal Ball
    Item 3

    Traits
    Object
    Magic

    Powers
    Discard this card to examine the top 3 cards of your location deck and put them back in any order. If you have the Arcane or Divine skill, and it is your turn, you may then explore your location.

    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.

    Curse of Vulnerability:
    Curse of Vulnerability
    Scourge B

    Traits
    Curse

    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 display

    Curse of the Ravenous:
    Curse of the Ravenous
    Scourge 1

    Traits
    Curse

    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.

    Elemental Treaty:
    Elemental Treaty
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Basic

    Powers
    Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.


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

    Explore

    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.

    Discard Blessing of Nethys. Ask for a blessing from everyone else.
    Disable 12: 4d8 + 6 ⇒ (4, 3, 4, 8) + 6 = 25

    Skizza, arriving just a moment after Grazzle successfully deals with the evil undead assassin, just shrugs and slips his pistol back in its holster.

    Not particularly fussed about missing the fight, he instead saunters over to a nearby altar and proceeds to disable an embarrassingly obvious trap and collect the best piece of loot he can find.

    Choose blessing.

    End Turn. End Game!


    DEVELOPMENT:
    You couldn’t save all your allies in Mechitar, but you at least secured some of your Katapeshi friends’ safety. For now, it seems like many traders whose names and prestige have protected you in this wretched city are out of danger.

    Perhaps just as important, you now know the truth. It wasn’t Nightcrescent who hunted your contacts, but a devourer assassin who works at the vampire’s behest. You came across hints of the assassin’s identity as you rushed to protect your allies, but the glimpse you saw just now of a walking, dry, heaving corpse with jagged ribs left no question.

    The bad news, however, is that you know the devourer will return to attack you at any moment.

    Unless, of course, you bring the fight to the assassin. To do that, you’re going to need even more help.

    And you’re going to have to ask for that help from the captain of the guards you just got killed.

    SCENARIO REWARD:

  • The party gets all boons remaining in location decks. Each character chooses ally or blessing and adds a card of that type from the game box to the cards acquired during this scenario.
  • Record on your chronicle sheet which of the henchmen Varanthe the Paralyzer, Mortevia Strassel, and Xandhul Bloodsbane III were in location decks at the end of the scenario. For the rest of the Adventure Path, before drawing starting hands, each character may display 1 of the recorded cards.

    ACQUIRED CARDS:
    Weapon 6 Dancing Scimitar +2
    Spell B Augury
    Armor 5 Aegis of Recovery
    Armor 2 Hide Armor of Fire Resistance
    Armor 6 Rhino Hide Armor
    Armor 5 Skyplate Armor
    Item 1 Anubis Staff
    Item 3 Bird Feather Tokens
    Ally B Mahga Threefingers
    Blessing B Blessing of Abadar
    Blessing B Blessing of Bastet
    Blessing B Blessing of Horus
    Blessing B Blessing of Nethys
    Blessing 4 Blessing of Osiris
    Blessing 6 Blessing of Ptah
    Blessing B Blessing of Ra
    Blessing B Blessing of the Elements
    Blessing 1 Blessing of Thoth
    Henchman 6 Mortevia Strassel
    Henchman 6 Varanthe the Paralyzer
    Henchman 6 Xandhul Bloodsbane III


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

    Healed by Grazzle for 5, all but Amulet.
    BYA Check, reveal Ring, recharge BotML

    Fort 13: 3d10 + 3 ⇒ (5, 9, 2) + 3 = 19 Success!


    4-6D: FACE OF FATALITY
    Just a few months ago, the idea of calmly presenting facts to one of the most bloodthirsty men in a city full of vicious undead would have turned your stomach in fear and disgust. Now, however, you’re a veritable ambassador of reason. You sit face to face with Guard Captain Marden Gilpher in the Cinerarium, the enormous pyramid of polished jet at the center of Mechitar. Gilpher is the leader of the Bellator Mortus and the muscle behind the Blood Lords’ power in Mechitar. The stories about Gilpher’s gleeful ruthlessness are practically legendary in most corners of Garund. They say he publicly executes a dozen traitors to Geb each week, wielding his own machete and only the loosest interpretation of Mechitar’s laws.

    You’re not exactly innocent when it comes to flouting the Blood Lords, given your plot to recover the Pathfinder Society’s artifacts from the home of the vampire Stavros Nightcrescent. However, despite your nervousness, you calmly lay out the facts of the situation to the guard captain.

    A devourer assassin in the employ of Nightcrescent has murdered some of the Bellator Mortus. The devourer has also targeted Katapeshi traders—actions that, by any measure, are illegal under the city’s laws protecting approved agents of international commerce. Your voice is as clear as the Cinerarium guard’s is stagnant. You need Gilpher’s help to confront the devourer. And you want Nightcrescent arrested for his crimes against the Katapeshi.

    Gilpher brings a long-nailed hand up to his brow in thought before he responds. “If you expect me to arrest a Blood Lord for the indiscretion of targeting living visitors,” Gilpher says, snarling cruelly, “the only crime here is that you’ve wasted my time. But the devourer attacking my guards is another matter.”

    Gilpher rises abruptly, knocking severed zombie heads and dusty bones off his desk. “That will not stand,” he declares. The guard captain stalks out of his office and motions for you to follow. “Come on, blushing fools. I’ll have the devourer in chains within the hour.”

    VILLAIN:
    DEVOURER ASSASSIN
    HENCHMEN:
    KOR-AHN TUK
    SKY PHARAOH’S FANG
    SENSURET THE TRIBE-EATER
    OSSUMENTAL SWARMS
    LOCATIONS:
    1 ETERNAL ARENA
    1 GHOUL SQUARE
    1 RUINED TEMPLE
    2 MUMIA LAB
    3 VAULT OF HIDDEN WISDOM
    4 SCORCHED OBELISK
    5 MAUSOLEUM
    6 PEASANT TOMBS

    DURING THIS SCENARIO:

  • Cohort: Guard Captain Marden Gilpher
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.
    Guard Captain Marden Gilpher:
    Guard Captain Marden Gilpher
    Cohort 6

    Traits
    Human
    Antipaladin

    Check

    Powers
    Reveal this card and recharge a card to add 1d8 to your combat or Fortitude check.
    Recharge this card to reduce damage dealt to you to 0.


  • During This Adventure: ADVENTURE 4-6: BLOOD LORD’S LAMENT
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6C: HUNTED IN THE UNDEAD CITY

  • When building the location decks, set aside the monsters and barriers, then shuffle them into a siege deck. Shuffle into the siege deck the villain Devourer Assassin and a number of barriers, monsters, and Ossumental Swarm henchmen from the box each equal to the number of characters. Shuffle an additional ally from the box into each location deck, then put the henchmen Mortevia Strassel, Varanthe the Paralyzer, and Xandhul Bloodsbane III on the bottom of different location decks. Display the support card Defensive Stance next to this card.
  • When you would encounter the Devourer Assassin, if there are 5 or more other cards left in the siege deck, banish the top card of your location deck, then shuffle the Devourer Assassin into the siege deck. When a card would be banished from your location deck, you may instead banish an ally or a blessing.
  • To win the scenario, a location must be open while the siege deck is empty.
    Defensive Stance:
    Powers
    When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.

    When you would examine cards in a location deck, you may examine them in the siege deck instead.

    When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.


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

    Random Monsters:
    Monster 1
    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 2
    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 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:
    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 5
    Spoiler:
    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.

    Random Barriers:
    Barrier 1
    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.

    Barrier 2
    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 3
    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 4
    Spoiler:
    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.

    Barrier 5
    Spoiler:
    Curse of the Netheshuun
    Barrier 6

    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Random Weapons:
    Weapon 1
    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 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:
    Staff of the Hooded Cobra
    Weapon 6

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait an you may use the result on any subsequent combat checks against the same bane.
    Reveal this card and discard a spell to prevent all combat or Poison damage dealt to you.

    Weapon 4
    Spoiler:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 5
    Spoiler:
    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:
    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:
    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 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:
    Locate Object
    Spell 1

    Traits
    Magic
    Acrance
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    Toxic Cloud
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Poison

    Check
    Intelligence
    Arcane
    8

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

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

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    7

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

    Armor 2
    Spoiler:
    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 3
    Spoiler:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    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:
    Shield Cloak
    Armor 1

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Intelligence
    Knowledge
    8

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

    Random Items:
    Item 1
    Spoiler:
    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 2
    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 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:
    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 5
    Spoiler:
    Staff of Minor Healing
    Item 1

    Traits
    Staff
    Magic
    Divine
    Healing

    Check
    Wisdom
    Divine
    7

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

    Random Allies:
    Ally 1
    Spoiler:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

    Powers
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Ally 2
    Spoiler:
    Idorii
    Ally 1

    Traits
    Half-Elf
    Fighter

    Check
    Melee
    Charisma
    Diplomacy
    9

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

    Ally 3
    Spoiler:
    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 4
    Spoiler:
    Nefti the Bard
    Ally B

    Traits
    Human
    Bard
    Aspis

    Check
    Charisma
    Diplomacy
    8

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

    Ally 5
    Spoiler:
    Cloud Elemental
    Ally 5

    Traits
    Elemental
    Electricity

    Check
    Wisdom
    Survival
    11

    Powers
    Display this card. While displayed, you may add 1d8 and the Electricity trait to a combat check or a check that invokes the Electricity trait at your location; then roll 1d6 and banish this card if the result is a 1.

    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 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 3
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessing 5
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Turn: 1 Adowyn/Chthonicthul

    Top of Blessing Discard Pile: Blessing of Maat

    Top Blessing:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Athnul)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Blessings Deck Card 2 (Turn 3 Grazzle)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Blessings Deck Card 3 (Turn 4 Skizza)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 4 (Turn 5 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 5 (Turn 6 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 6 (Turn 7 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 7 (Turn 8 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 8 (Turn 9 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 9 (Turn 10 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 10 (Turn 11 Grazzle)
    Spoiler:
    Grand Lodge's Favor
    Favor 6

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
    While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.

    Blessings Deck Card 11 (Turn 12 Skizza)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 12 (Turn 13 Adowyn)
    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 14 Athnul)
    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 15 Grazzle)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 15 (Turn 16 Skizza)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 16 (Turn 17 Adowyn)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 17 (Turn 18 Athnul)
    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 19 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 19 (Turn 20 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 20 (Turn 21 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 21 (Turn 22 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 22 (Turn 23 Grazzle)
    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 23 (Turn 24 Skizza)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 25 (Turn 26 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 26 (Turn 27 Grazzle)
    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 27 (Turn 28 Skizza)
    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 28 (Turn 29 Adowyn)
    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 29 (Turn 30 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.

    Scenario Deck Card 1:
    Devourer Assassin
    Villain Monster 6

    Traits
    Undead
    Rogue

    Check
    Divine
    Perception
    6
    THEN
    Combat
    28

    Powers
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.

    Scenario Deck Card 2:
    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.

    Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1

    Eternal Arena Card 1:
    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.

    Eternal Arena Card 2:
    Glacial Hunga Munga
    Weapon 6

    Traits
    Axe
    Ranged
    Piercing
    Cold
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength + 1d6 +2. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add your Strength or Melee skill to the check.

    Eternal Arena Card 3:
    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.

    Eternal Arena Card 4:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

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

    Eternal Arena Card 5:
    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.

    Eternal Arena Card 6:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Eternal Arena Card 7:
    Rhino Hide Armor
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.

    Eternal Arena Card 8:
    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.

    Eternal Arena Card 9:
    Devourer Assassin
    Villain Monster 6

    Traits
    Undead
    Rogue

    Check
    Divine
    Perception
    6
    THEN
    Combat
    28

    Powers
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.

    Eternal Arena Card 10:
    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.

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1

    Ghoul Square Card 1:
    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.

    Ghoul Square Card 2:
    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.

    Ghoul Square Card 3:
    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.

    Ghoul Square Card 4:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Ghoul Square Card 5:
    Thousand Suns
    Barrier 6

    Traits
    Trap
    Obstacle
    Magic

    Check
    Intelligence
    Perception
    Arcane
    Disable
    18

    Powers
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

    Ghoul Square Card 6:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Ghoul Square Card 7:
    Kor-Ahn-Tuk
    Henchman Monster 5

    Traits
    Undead
    Mummy
    Gorgon

    Check
    Combat
    23

    Powers
    Kor-Ahn-Tuk is immune to the Mental and Poison traits. If the check to defeat has the Acid trait, add 1d8.
    Before you act, succeed at a Dexterity or Acrobatics 9 check; otherwise, bury a card from your hand, and you may not play cards during this encounter.
    After you act, if the check to defeat had the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghoul Square Card 8:
    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.

    Ghoul Square Card 9:
    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.

    Ghoul Square Card 10:
    Chakram of Ruin
    Weapon 6

    Traits
    Knife
    Ranged
    Slashing
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
    When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1

    Ruined Temple Card 1:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Ruined Temple Card 2:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

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

    Ruined Temple Card 3:
    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.

    Ruined Temple Card 4:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    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.

    Ruined Temple Card 5:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Ruined Temple Card 6:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Ruined Temple Card 7:
    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.

    Ruined Temple Card 8:
    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.

    Ruined Temple Card 9:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Ruined Temple Card 10:
    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.

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

    Mumia Lab Card 1:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Mumia Lab Card 2:
    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.

    Mumia Lab 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.

    Mumia Lab 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.

    Mumia Lab Card 5:
    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.

    Mumia Lab Card 6:
    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.

    Mumia Lab Card 7:
    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.

    Mumia Lab Card 8:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Mumia Lab 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.

    Mumia Lab Card 10:
    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.

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

    Vault of Hidden Wisdom Card 1:
    Polymorph Gas
    Barrier 6

    Traits
    Curse
    Trap
    Magic
    Poison

    Check
    Intelligence
    Perception
    Constitution
    Fortitude
    14

    Powers
    If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.

    Vault of Hidden Wisdom Card 2:
    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.

    Vault of Hidden Wisdom 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.

    Vault of Hidden Wisdom Card 4:
    Sensuret
    Villain Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    25

    Powers
    Sensuret is immune to the Mental and Poison traits.
    If the check to defeat has the Cold trait, add 1d8.
    After you act, bury 2 cards.

    Vault of Hidden Wisdom Card 5:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Vault of Hidden Wisdom Card 6:
    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.

    Vault of Hidden Wisdom Card 7:
    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.

    Vault of Hidden Wisdom Card 8:
    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.

    Vault of Hidden Wisdom Card 9:
    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.

    Vault of Hidden Wisdom Card 10:
    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.

    Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1

    Scorched Obelisk 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.

    Scorched Obelisk Card 2:
    Sky Pharaoh's Fang
    Villain Monster 6

    Traits
    Undead
    Inquisitor
    Fire
    Trigger

    Check
    Combat
    32

    Powers
    When you examine this card, examine the top card of this location deck; if it is a boon, banish it. Then encounter this card.
    The Sky Pharaoh's Fang is immune to the Cold, Fire, Mental, and Poison traits. All damage dealt by the Sky Pharaoh's Fang is Fire damage.

    Scorched Obelisk Card 3:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Scorched Obelisk Card 4:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

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

    Scorched Obelisk Card 5:
    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.

    Scorched Obelisk Card 6:
    Hanshepsu
    Monster 5

    Traits
    Construct

    Check
    Combat
    20

    Powers
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3
    3. Evade the Hanshepsu.
    4. Bury the top card of your deck.

    Scorched Obelisk Card 7:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Scorched Obelisk Card 8:
    Curse of the Netheshuun
    Barrier 6

    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Scorched Obelisk Card 9:
    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.

    Scorched Obelisk Card 10:
    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.


  • Deek:

    Random Item:
    Canopic Jar
    Item 6

    Traits
    Object
    Magic
    Undead
    Mummy

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Recharge this card to draw a card that has the Undead trait from your discard pile.
    Banish this card to add 3d12 to a check against a monster that has the Undead trait.

    Random Item:
    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 Item:
    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.

    Random Item:
    Scarab of Ptah
    Item 6

    Traits
    Object
    Magic
    Ptah
    Trigger

    Check
    Constitution
    Fortitude
    12

    Powers
    When you examine this card, you may reveal a blessing that has the Ptah trait to acquire this card.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.

    Naheebah:

    Random Spell:
    Symbol of Fortune
    Spell 6

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    On any check, after the roll, discard this card to add or subtract 3 from the result.
    After playing this card, if you do not have either the Arcane or Divine skills, banish this card; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Random Spell:
    Ride the Lightning
    Spell 6

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    15

    Powers
    Display this card. While displayed, reduce Electricity damage dealt to you to 0. For your combat check, you may discard a card to use your Arcane skill + 4d6+4 and add the Electricity trait; if you do, move after the encounter.
    At the end of your turn, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may attempt an Arcane 17 check. If you succeed, display or recharge this card; if you fail, discard it.


    Deck Upgrade: Blessing of the All-Seeing Eye replaces Blessing of Pharasma
    Swap: Mythopoeic Sphinx replaces Magnetic Grimoire
    Blessing Swap: Blessing of Maat replaces Blessing of Osiris
    Trade (Naheeba): none
    Trade (Sunburst Market): Blessing of the Ancients replaces Short Spear +3
    Starting at: Eternal Arena
    Cohorts/Henchmen: Whoever is left over.

    Grazzle wrote:

    Skills and Powers:
    Skills

    STRENGTH d6 +1
    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 may 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: Cloudburst, Shield Cloak, Shroud Cloak, Mythopoeic Sphinx, Wand of Flying, Blessing of Maat, Blessing of Nethys, Blessing of the Ancients
    Displayed: 0
    Deck: 14 Discard: 0 Buried: 3
    Notes: Shirt reroll not used in 4-6C. Die bumps: 3/6. Use cards/powers as needed.
    Wand of Flying:
    Wand of Flying
    Item 3

    Traits
    Wand
    Magic
    Arcane
    Divine

    Checks
    Intelligence
    Knowledge
    Wisdom
    Divine
    10

    Powers
    Bury this card to examine the top card of up to 2 location decks, then a character at your location may move. You may not play this card during an encounter.
    After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying 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.

    Blessing of Nethys:
    Blessing of Nethys
    Blessing 5

    Traits
    Divine
    Nethys

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


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

    No trading for Skizza. He'll start at Ruined Temple and take Varanthe the Paralyzer.

    Skizza wrote:

    Hand: Blessed Bullet, Blessing of the Grey Master, Masterwork Tools, Black Arrow Ranger, Enervating Pistol +3, Flaming Buckler Gun, Blessing of Alkenstar 2, Varanthe the Paralyzer,

    Displayed:
    Deck: 15 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 [X]+3 [X]+4
    Disable: Dexterity +2
    Ranged: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d10 [X]+1 [X]+2 [X]+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. ([X] If you acquire the card you may banish it to explore your location.)
    [X] 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.
    [X] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.


    No trading for Adowyn either. Display Xandhul Bloodsbane III. Start at Vault of Hidden Wisdom.

    Adowyn wrote:

    Hand: Gem of Physical Prowess, Blessing of Shizuru, Blessing of Abadar, Swiftshooter, Blessing of Erastil 2, Daikyo of Command,

    Displayed: Leryn, Xandhul Bloodsbane III,
    Deck: 14 Discard: 0 Buried: 0
    Notes: As always, Blessings as needed. Shirt reroll 4-5D? Available.
    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: [X] 6
    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.
    [X] You gain the skill: Disable: Dexterity +2

    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: ADVENTURE 4-6: BLOOD LORD’S LAMENT
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6D: FACE OF FATALITY

  • Cohort: Guard Captain Marden Gilpher
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.
    Guard Captain Marden Gilpher:
    Guard Captain Marden Gilpher
    Cohort 6

    Traits
    Human
    Antipaladin

    Check

    Powers
    Reveal this card and recharge a card to add 1d8 to your combat or Fortitude check.
    Recharge this card to reduce damage dealt to you to 0.


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

    Random Monsters:
    Monster 1
    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 2
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 3
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 4
    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 5
    Spoiler:
    Ecorche
    Monster 6

    Traits
    Undead

    Check
    Combat
    20

    Powers
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.

    Random Barriers:
    Barrier 1
    Spoiler:
    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.

    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:
    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.

    Barrier 4
    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 5
    Spoiler:
    Tabe's Last Jest
    Barrier 6

    Traits
    Curse
    Lock
    Acid

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    15

    Powers
    If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.

    Random Weapons:
    Weapon 1
    Spoiler:
    Dancing Scimitar +2
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 2
    Spoiler:
    Staff of the Hooded Cobra
    Weapon 6

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait an you may use the result on any subsequent combat checks against the same bane.
    Reveal this card and discard a spell to prevent all combat or Poison damage dealt to you.

    Weapon 3
    Spoiler:
    Chakram of Ruin
    Weapon 6

    Traits
    Knife
    Ranged
    Slashing
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
    When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.

    Weapon 4
    Spoiler:
    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.

    Weapon 5
    Spoiler:
    Shocking Scimitar +2
    Weapon 3

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    11

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

    Random Spells:
    Spell 1
    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 2
    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 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:
    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:
    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:
    Elemental Brass Mail
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    12
    OR
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

    Armor 2
    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 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:
    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 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:
    Soul Stimulant
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

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

    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:
    Alchemist's Kit
    Item B

    Traits
    Tool
    Alchemical

    Check
    Intelligence
    Craft
    6

    Powers
    Display this card. While displayed, when you would banish a card that has the Alchemical trait for its power, discard it instead.
    While displayed, bury this card to draw all cards in your discard pile that have the Alchemical trait. Then you may shuffle any number of cards that have the Alchemical trait into your deck.

    Item 4
    Spoiler:
    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 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:
    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:
    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 3
    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 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:
    Giant Slug
    Ally B

    Traits
    Animal
    Acid

    Check
    Wisdom
    Survival
    6

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of the 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 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 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 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: 1 Adowyn/Chthonicthul

    Top of Blessing Discard Pile: Blessing of Maat

    Top Blessing:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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


    Blessings Remaining: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 Athnul)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Blessings Deck Card 2 (Turn 3 Grazzle)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Blessings Deck Card 3 (Turn 4 Skizza)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 4 (Turn 5 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 5 (Turn 6 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 6 (Turn 7 Grazzle)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 7 (Turn 8 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 8 (Turn 9 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 9 (Turn 10 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 10 (Turn 11 Grazzle)
    Spoiler:
    Grand Lodge's Favor
    Favor 6

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
    While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.

    Blessings Deck Card 11 (Turn 12 Skizza)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 12 (Turn 13 Adowyn)
    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 14 Athnul)
    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 15 Grazzle)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 15 (Turn 16 Skizza)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 16 (Turn 17 Adowyn)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 17 (Turn 18 Athnul)
    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 19 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 19 (Turn 20 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 20 (Turn 21 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 21 (Turn 22 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 22 (Turn 23 Grazzle)
    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 23 (Turn 24 Skizza)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 25 (Turn 26 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 26 (Turn 27 Grazzle)
    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 27 (Turn 28 Skizza)
    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 28 (Turn 29 Adowyn)
    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 29 (Turn 30 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.

    Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Grazzle

    Eternal Arena Card 1:
    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.

    Eternal Arena Card 2:
    Glacial Hunga Munga
    Weapon 6

    Traits
    Axe
    Ranged
    Piercing
    Cold
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength + 1d6 +2. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add your Strength or Melee skill to the check.

    Eternal Arena Card 3:
    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.

    Eternal Arena Card 4:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

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

    Eternal Arena Card 5:
    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.

    Eternal Arena Card 6:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Eternal Arena Card 7:
    Rhino Hide Armor
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.

    Eternal Arena Card 8:
    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.

    Eternal Arena Card 9:
    Devourer Assassin
    Villain Monster 6

    Traits
    Undead
    Rogue

    Check
    Divine
    Perception
    6
    THEN
    Combat
    28

    Powers
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.

    Eternal Arena Card 10:
    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.

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1

    Ghoul Square Card 1:
    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.

    Ghoul Square Card 2:
    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.

    Ghoul Square Card 3:
    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.

    Ghoul Square Card 4:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Ghoul Square Card 5:
    Thousand Suns
    Barrier 6

    Traits
    Trap
    Obstacle
    Magic

    Check
    Intelligence
    Perception
    Arcane
    Disable
    18

    Powers
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

    Ghoul Square Card 6:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Ghoul Square Card 7:
    Kor-Ahn-Tuk
    Henchman Monster 5

    Traits
    Undead
    Mummy
    Gorgon

    Check
    Combat
    23

    Powers
    Kor-Ahn-Tuk is immune to the Mental and Poison traits. If the check to defeat has the Acid trait, add 1d8.
    Before you act, succeed at a Dexterity or Acrobatics 9 check; otherwise, bury a card from your hand, and you may not play cards during this encounter.
    After you act, if the check to defeat had the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghoul Square Card 8:
    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.

    Ghoul Square Card 9:
    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.

    Ghoul Square Card 10:
    Chakram of Ruin
    Weapon 6

    Traits
    Knife
    Ranged
    Slashing
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
    When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
    Located here: Skizza

    Ruined Temple Card 1:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Ruined Temple Card 2:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

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

    Ruined Temple Card 3:
    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.

    Ruined Temple Card 4:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    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.

    Ruined Temple Card 5:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Ruined Temple Card 6:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Ruined Temple Card 7:
    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.

    Ruined Temple Card 8:
    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.

    Ruined Temple Card 9:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Ruined Temple Card 10:
    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.

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

    Mumia Lab Card 1:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Mumia Lab Card 2:
    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.

    Mumia Lab 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.

    Mumia Lab 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.

    Mumia Lab Card 5:
    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.

    Mumia Lab Card 6:
    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.

    Mumia Lab Card 7:
    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.

    Mumia Lab Card 8:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Mumia Lab 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.

    Mumia Lab Card 10:
    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.

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

    Vault of Hidden Wisdom Card 1:
    Polymorph Gas
    Barrier 6

    Traits
    Curse
    Trap
    Magic
    Poison

    Check
    Intelligence
    Perception
    Constitution
    Fortitude
    14

    Powers
    If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.

    Vault of Hidden Wisdom Card 2:
    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.

    Vault of Hidden Wisdom 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.

    Vault of Hidden Wisdom Card 4:
    Sensuret
    Villain Monster 5

    Traits
    Undead
    Mummy

    Check
    Combat
    25

    Powers
    Sensuret is immune to the Mental and Poison traits.
    If the check to defeat has the Cold trait, add 1d8.
    After you act, bury 2 cards.

    Vault of Hidden Wisdom Card 5:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Vault of Hidden Wisdom Card 6:
    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.

    Vault of Hidden Wisdom Card 7:
    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.

    Vault of Hidden Wisdom Card 8:
    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.

    Vault of Hidden Wisdom Card 9:
    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.

    Vault of Hidden Wisdom Card 10:
    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.

    Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1

    Scorched Obelisk 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.

    Scorched Obelisk Card 2:
    Sky Pharaoh's Fang
    Villain Monster 6

    Traits
    Undead
    Inquisitor
    Fire
    Trigger

    Check
    Combat
    32

    Powers
    When you examine this card, examine the top card of this location deck; if it is a boon, banish it. Then encounter this card.
    The Sky Pharaoh's Fang is immune to the Cold, Fire, Mental, and Poison traits. All damage dealt by the Sky Pharaoh's Fang is Fire damage.

    Scorched Obelisk Card 3:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Scorched Obelisk Card 4:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

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

    Scorched Obelisk Card 5:
    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.

    Scorched Obelisk Card 6:
    Hanshepsu
    Monster 5

    Traits
    Construct

    Check
    Combat
    20

    Powers
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3
    3. Evade the Hanshepsu.
    4. Bury the top card of your deck.

    Scorched Obelisk Card 7:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Scorched Obelisk Card 8:
    Curse of the Netheshuun
    Barrier 6

    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Scorched Obelisk Card 9:
    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.

    Scorched Obelisk Card 10:
    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.


  • Turn 1: Adowyn/Blessing of Maat
    Explore Vault of Hidden Wisdom Card #1: Polymorph Gas

    Polymorph Gas:

    Polymorph Gas
    Barrier 6
    Traits
    Curse
    Trap
    Magic
    Poison

    Check
    Intelligence
    Perception
    Constitution
    Fortitude
    14

    Powers
    If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.


    Draw Thorn Bow for encountering Barrier.

    Adowyn follows Gilpher out of the office with the others, wondering at the circumstance that has them allied with such a monster. As they pass through a luminescent hall, ochre gas seeps out of holes in the floor, setting them to coughing. Is this a betrayal, so soon?

    Perception 14 to defeat Polymorph Gas, it being first check of turn and discarding Blessing of Erastil 2 because I don't like those odds: 1d8 + 4 + 1d6 + 1d8 ⇒ (8) + 4 + (1) + (7) = 20 Nice! Success; banished.
    Examine top card of deck for defeating Barrier: Major Cure. Recharge Major Cure.

    Adowyn manages to usher the group safely through the gas; what treachery is next?

    Since I defeated a bane, Perception 7 to explore location: 1d8 + 5 ⇒ (5) + 5 = 10
    Explore Vault of Hidden Wisdom Card #2: Named Bullet

    As she walks, she prays to the Green for guidance in this dark situation.

    Divine 12 to acquire Named Bullet: 1d8 + 5 ⇒ (7) + 5 = 12 Whoah! So cool; wasn't expecting that. Acquired.

    The hunter is rewarded with renewed focus, and a vision for a way to maximize her use of the bows she carries. She breathes a prayer of thanks.

    I don't love doing this, but I think I'd better discard Blessing of Shizuru to explore the location, since my hand is overfull and I'd have to discard something anyway. So, do so: Elemental Arachnid. Hmm, I have no armor in hand, which means the BYA 4 damage would be brutal. Recharge Thorn Bow to evade. Then examine top card of location deck.
    Next card at Vault of Wisdom: 1d8 ⇒ 2 Sensuret. Encounter due to scenario rules.

    One of the innumerable undead come down a side passage toward the party. At the last moment, the hunter realizes that this one's intentions are to kill them. She yells a warning and draws her bow.

    Combat 25 to defeat Sensuret, revealing Daikyo of Command and discard Blessing of Abadar: 1d10 + 7 + 1d6 + 2 + 1d10 ⇒ (5) + 7 + (6) + 2 + (4) = 24
    Reroll of second d10: 1d10 ⇒ 8 Yeesh, first turn and reroll already gone. Defeated. Bury Daikyu of Command and Gem of Physical Prowess for Henchman power. Display Named Bullet and place Sensuret on top.
    Suffer scourge for not defeating an Undead card by at least 6: 1d10 ⇒ 2 Curse of Poisoning

    The hunter is not amused, and drops this newest undead with all haste.

    Examine top card of deck for defeating monster: Celestial Crossbow +3. Recharge.
    Encounter Barrier to close: Collapsing Sphinx
    Draw card for encountering Barrier: Humanbane Crossbow +2
    Dexterity 12 to defeat Collapsing Sphinx, asking Grazzle to provide Blessing of the Ancients: 1d10 + 4 + 1d10 ⇒ (6) + 4 + (3) = 13 Location closed.
    Perception 7 to recharge a card from discard for When Permanently Closed: 1d8 + 5 ⇒ (8) + 5 = 13 Success; recharge Blessing of Abadar

    Reset hand and end turn.

    Adowyn wrote:

    Hand: Humanbane Crossbow +2, Dwarf Allosaurus, Monkey, Elk, Bearskin Armor, Blessing of Erastil 1,

    Displayed: Leryn, Xandhul Bloodsbane III, Named Bullet (acquired), Sensuret, Curse of Poisoning,
    Deck: 10 Discard: 2 Buried: 2
    Notes: As always, Blessing as needed. Shirt reroll 4-5D? Already used, so no.
    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: [X] 6
    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.
    [X] You gain the skill: Disable: Dexterity +2

    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


    Recharge random card for Curse of Poisoning: 1d6 ⇒ 3 Monkey

    Adowyn wrote:

    Hand: Humanbane Crossbow +2, Dwarf Allosaurus, Elk, Bearskin Armor, Blessing of Erastil 1,

    Displayed: Leryn, Xandhul Bloodsbane III, Named Bullet (acquired), Sensuret, Curse of Poisoning,
    Deck: 11 Discard: 2 Buried: 2
    Notes: As always, Blessing as needed. Shirt reroll 4-5D? Already used, so no.
    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: [X] 6
    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.
    [X] You gain the skill: Disable: Dexterity +2

    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: ADVENTURE 4-6: BLOOD LORD’S LAMENT
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6D: FACE OF FATALITY

  • Cohort: Guard Captain Marden Gilpher
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.
    Guard Captain Marden Gilpher:
    Guard Captain Marden Gilpher
    Cohort 6

    Traits
    Human
    Antipaladin

    Check

    Powers
    Reveal this card and recharge a card to add 1d8 to your combat or Fortitude check.
    Recharge this card to reduce damage dealt to you to 0.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Scarab Swarm
    Monster B

    Traits
    Vermin
    Swarm
    Poison
    Trigger
    Veteran

    Check
    Combat
    6

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

    Monster 2
    Spoiler:
    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:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Monster 4
    Spoiler:
    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 5
    Spoiler:
    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.

    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:
    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 3
    Spoiler:
    Word of Ra
    Barrier 6

    Traits
    Lock
    Trap
    Fire

    Check
    Dexterity
    Disable
    Stealth
    17

    Powers
    If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.

    Barrier 4
    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 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:
    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:
    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.

    Weapon 3
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Weapon 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:
    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:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 3
    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 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:
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Elemental Brass Mail
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    12
    OR
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

    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:
    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:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 5
    Spoiler:
    Khamsin Coat
    Armor 3

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Random Items:
    Item 1
    Spoiler:
    Soul Stimulant
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

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

    Item 2
    Spoiler:
    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.

    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:
    Tears of Death
    Item 6

    Traits
    Liquid
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    13

    Powers
    Reveal this card to add 2d8 and the Acid, Cold, or Poison trait to your combat check using a weapon. Then succeed at a Craft or Disable 12 check; otherwise, you are dealt 1d4+1 Poison damage, then bury your discard pile.

    Item 5
    Spoiler:
    Wand of Scorching Ray
    Item 3

    Traits
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Random Allies:
    Ally 1
    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 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:
    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 4
    Spoiler:
    Hippopotamus Mud Elemental
    Ally 6

    Traits
    Elemental
    Acid

    Check
    Wisdom
    Survival
    14

    Powers
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check by a character at your location that invokes the Acid or Bludgeoning trait.
    Discard this card to explore your location. Add 2d6 to checks that invoke the Acid or Bludgeoning traits during this exploration.

    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 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 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 3
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessing 4
    Spoiler:
    Blessing of the 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 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: 2 Athnul/eddiephlash

    Top of Blessing Discard Pile: Blessing of Ptah

    Top Blessing:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.


    Blessings Remaining: 28
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 3 Grazzle)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Blessings Deck Card 2 (Turn 4 Skizza)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 3 (Turn 5 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 6 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 5 (Turn 7 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 6 (Turn 8 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 7 (Turn 9 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 8 (Turn 10 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 9 (Turn 11 Grazzle)
    Spoiler:
    Grand Lodge's Favor
    Favor 6

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
    While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.

    Blessings Deck Card 10 (Turn 12 Skizza)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 11 (Turn 13 Adowyn)
    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 14 Athnul)
    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 15 Grazzle)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 14 (Turn 16 Skizza)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 15 (Turn 17 Adowyn)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 16 (Turn 18 Athnul)
    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 19 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 18 (Turn 20 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 21 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 20 (Turn 22 Athnul)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 21 (Turn 23 Grazzle)
    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 22 (Turn 24 Skizza)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 23 (Turn 25 Adowyn)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 24 (Turn 26 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 25 (Turn 27 Grazzle)
    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 26 (Turn 28 Skizza)
    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 27 (Turn 29 Adowyn)
    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 28 (Turn 30 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.

    Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Grazzle

    Eternal Arena Card 1:
    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.

    Eternal Arena Card 2:
    Glacial Hunga Munga
    Weapon 6

    Traits
    Axe
    Ranged
    Piercing
    Cold
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength + 1d6 +2. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add your Strength or Melee skill to the check.

    Eternal Arena Card 3:
    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.

    Eternal Arena Card 4:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

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

    Eternal Arena Card 5:
    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.

    Eternal Arena Card 6:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Eternal Arena Card 7:
    Rhino Hide Armor
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.

    Eternal Arena Card 8:
    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.

    Eternal Arena Card 9:
    Devourer Assassin
    Villain Monster 6

    Traits
    Undead
    Rogue

    Check
    Divine
    Perception
    6
    THEN
    Combat
    28

    Powers
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.

    Eternal Arena Card 10:
    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.

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1

    Ghoul Square Card 1:
    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.

    Ghoul Square Card 2:
    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.

    Ghoul Square Card 3:
    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.

    Ghoul Square Card 4:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Ghoul Square Card 5:
    Thousand Suns
    Barrier 6

    Traits
    Trap
    Obstacle
    Magic

    Check
    Intelligence
    Perception
    Arcane
    Disable
    18

    Powers
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

    Ghoul Square Card 6:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Ghoul Square Card 7:
    Kor-Ahn-Tuk
    Henchman Monster 5

    Traits
    Undead
    Mummy
    Gorgon

    Check
    Combat
    23

    Powers
    Kor-Ahn-Tuk is immune to the Mental and Poison traits. If the check to defeat has the Acid trait, add 1d8.
    Before you act, succeed at a Dexterity or Acrobatics 9 check; otherwise, bury a card from your hand, and you may not play cards during this encounter.
    After you act, if the check to defeat had the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghoul Square Card 8:
    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.

    Ghoul Square Card 9:
    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.

    Ghoul Square Card 10:
    Chakram of Ruin
    Weapon 6

    Traits
    Knife
    Ranged
    Slashing
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
    When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
    Located here: Skizza

    Ruined Temple Card 1:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Ruined Temple Card 2:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

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

    Ruined Temple Card 3:
    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.

    Ruined Temple Card 4:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    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.

    Ruined Temple Card 5:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Ruined Temple Card 6:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Ruined Temple Card 7:
    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.

    Ruined Temple Card 8:
    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.

    Ruined Temple Card 9:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Ruined Temple Card 10:
    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.

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

    Mumia Lab Card 1:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Mumia Lab Card 2:
    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.

    Mumia Lab 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.

    Mumia Lab 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.

    Mumia Lab Card 5:
    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.

    Mumia Lab Card 6:
    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.

    Mumia Lab Card 7:
    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.

    Mumia Lab Card 8:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Mumia Lab 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.

    Mumia Lab Card 10:
    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.

    Vault of Hidden Wisdom
    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: Adowyn

    Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1

    Scorched Obelisk 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.

    Scorched Obelisk Card 2:
    Sky Pharaoh's Fang
    Villain Monster 6

    Traits
    Undead
    Inquisitor
    Fire
    Trigger

    Check
    Combat
    32

    Powers
    When you examine this card, examine the top card of this location deck; if it is a boon, banish it. Then encounter this card.
    The Sky Pharaoh's Fang is immune to the Cold, Fire, Mental, and Poison traits. All damage dealt by the Sky Pharaoh's Fang is Fire damage.

    Scorched Obelisk Card 3:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Scorched Obelisk Card 4:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

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

    Scorched Obelisk Card 5:
    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.

    Scorched Obelisk Card 6:
    Hanshepsu
    Monster 5

    Traits
    Construct

    Check
    Combat
    20

    Powers
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3
    3. Evade the Hanshepsu.
    4. Bury the top card of your deck.

    Scorched Obelisk Card 7:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Scorched Obelisk Card 8:
    Curse of the Netheshuun
    Barrier 6

    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Scorched Obelisk Card 9:
    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.

    Scorched Obelisk Card 10:
    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.


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

    Sorry, thought I had posted my start already. Re-posting now
    Will trade Secret Broker out for Canopic Jar.

    Will replace Dreamstalker with Tomb Artisan
    Will swap Bo Gorum with Blessing of the Lady of Graves

    I'd also like to take the Guard Captain Marden Gilpher Cohort

    Will start at Scorched Obelisk

    Athnul wrote:

    Hand: Karyukai Tea Set, Tomb Artisan, Blessing of Achaekek, Ring of Wave Walking, Mindblade, Ring of Energy Resistance, Blessing of Gozreh, Guard Captain Marden Gilpher ,

    Displayed:
    Deck: 13 Discard: 0 Buried: 0
    "Notes: Tomb Artisan adds d6 to local Knowledge, Perception, or Stealth checks. Ring adds 3 to a con/fort check. Tea set adds d8 vs poison cards and wis non combat checks vs monsters.
    Use all but 1 blessing; Gozreh bless x2 on closing, achaekek bless x2 vs story banes"
    Current Location: Scorched Obelisk

    Skills and Powers:
    SKILLS

    Strength d6 [x]+1 [x]+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 ([x] plus the card's adventure deck number) 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.
    [x] Blessings played on your check to defeat a villain or henchman may add 1d12 instead of the normal die. ([x] You may recharge any such blessing you played instead of discarding it.)
    After failing a check to acquire, you may bury a card to add 2
    Die bumps: [ ], [ ], [ ], [ ], [ ]
    Shirt re-roll used for 4-6C: [ ]


    Rejiggered hand to accommodate recharge of Named Bullet:

    Adowyn wrote:

    Hand: Humanbane Crossbow +2, Dwarf Allosaurus, Elk, Bearskin Armor, Blessing of Erastil 1,

    Displayed: Leryn, Xandhul Bloodsbane III, Curse of Poisoning,
    Deck: 12 Discard: 2 Buried: 2
    Notes: As always, Blessing as needed. Shirt reroll 4-5D? Already used, so no.
    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: [X] 6
    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.
    [X] You gain the skill: Disable: Dexterity +2

    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

    Start of Adowyn's turn, display Tea set and Tomb Artisan

    Start turn. Hour is Ptah. Explore Scorched O card 1: Parade Armor. Use Cohort, recharge Achaekek to add d8.
    Fort 12: 1d10 + 3 + 1d8 ⇒ (1) + 3 + (2) = 6 Ah, bummer

    Will stop there and hopefully get a better hand for exploring/combat. End turn. Reset hand, drawing 2

    Athnul wrote:

    Hand: Ring of Wave Walking, Mindblade, Ring of Energy Resistance, Blessing of Gozreh, Guard Captain Marden Gilpher , Blessing of the Midnight Lord, Amulet of Furious Fists,

    Displayed: Karyukai Tea Set, Tomb Artisan,
    Deck: 12 Discard: 0 Buried: 0
    Notes: Tomb Artisan adds d6 to local Knowledge, Perception, or Stealth checks. Ring adds 3 to a con/fort check. Tea set adds d8 vs poison cards and wis non combat checks vs monsters.
    Use all but 1 blessing; Gozreh bless x2 on closing, Lord bless x2 on any con/finesse check
    Current Location: Scorched Obelisk

    Skills and Powers:
    SKILLS

    Strength d6 [x]+1 [x]+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 ([x] plus the card's adventure deck number) 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.
    [x] Blessings played on your check to defeat a villain or henchman may add 1d12 instead of the normal die. ([x] You may recharge any such blessing you played instead of discarding it.)
    After failing a check to acquire, you may bury a card to add 2
    Die bumps: [ ], [ ], [ ], [ ], [ ]
    Shirt re-roll used for 4-6C: [ ]


    Off turn:
    Discard BotAncients for Adowyn.

    Explore: Rukh
    Cast Cloudburst.
    Combat 13: 1d8 + 7 + 2 + 3d6 ⇒ (3) + 7 + 2 + (2, 5, 1) = 20
    Punch it.
    Using a blessing from Athnul and Adowyn, using Blessing of Alkenstar from Skizza for a d12.
    Combat 13+4=17: 1d6 + 1 + 1d6 + 1d6 + 1d12 ⇒ (5) + 1 + (2) + (5) + (3) = 16
    Discard BoMaat to hit 17, which means Blessing of Alkenstar is top decked instead of discarded. Defeated.

    User char power to examine two two cards of Eternal Arena by recharging Wand of Flying.
    Glacial Hunga Munga
    Fiendish Sphinx Trigger, but char power lets me ignore it. [/ooc]

    End of turn:
    Recharge Mythopoeic Sphinx to recharge Shroud Cloak and Shield Cloak, reset my hand, then draw Death's Touch and shuffle my deck.

    Grazzle wrote:

    Skills and Powers:
    Skills

    STRENGTH d6 +1
    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 may 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, Death's Touch, Eagle Aerie, Rejuvenation, Restorative Touch, Fortune-Teller, Blessing of Nethys, Blessing of Nethys, Blessing of the All-Seeing Eye
    Displayed: Mortevia Strassel
    Deck: 11 Discard: 2 Buried: 3
    Notes: Shirt reroll not used in 4-6D. Die bumps: 3/6. Use cards/powers as needed.
    Eagle Aerie:
    Eagle Aerie
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    Display this card. While displayed, any character at your location may recharge a card at the end of a turn to move. You may discard this card to add 1d8 to a combat check at your location; if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Rejuvenation:
    Rejuvenation
    Spell 6

    Traits
    Magic
    Divine
    Healing

    Checks
    Wisdom
    Divine
    14

    Powers
    Reveal this card and choose a character at your location to banish all cards displayed next to her that are scourges and/or have the Curse trait, then shuffle 2d4 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 16 check to recharge it instead.

    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 Nethys:
    Blessing of Nethys
    Blessing 5

    Traits
    Divine
    Nethys

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

    Blessing of Nethys:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

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

    Blessing of the All-Seeing Eye:
    Blessing of the All-Seeing Eye
    Blessing 6

    Traits
    Divine
    Nethys

    Checks
    Wisdom
    Perception
    10
    Or
    Divine
    8

    Powers
    Discard this card to add 1 die to any check.
    On your check, after the roll, recharge this card to add or subtract 2 from the result.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order at the top or bottom of the location deck, then explore your location.
    After you play this card, if the top card of the blessings discard pile has the Nethys trait, recharge this card instead of discarding it.


    During This Adventure: ADVENTURE 4-6: BLOOD LORD’S LAMENT
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6D: FACE OF FATALITY

  • Cohort: Guard Captain Marden Gilpher
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.
    Guard Captain Marden Gilpher:
    Guard Captain Marden Gilpher
    Cohort 6

    Traits
    Human
    Antipaladin

    Check

    Powers
    Reveal this card and recharge a card to add 1d8 to your combat or Fortitude check.
    Recharge this card to reduce damage dealt to you to 0.


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

    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:
    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 3
    Spoiler:
    Guecubu
    Monster 3

    Traits
    Undead

    Check
    Combat
    15

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

    Monster 4
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 5
    Spoiler:
    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.

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

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 2
    Spoiler:
    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 3
    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 4
    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 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:
    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:
    Sling Staff +2
    Weapon 6

    Traits
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    12

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at any location.
    If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.

    Weapon 3
    Spoiler:
    Dancing Scimitar +2
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 4
    Spoiler:
    Shock Glaive +1
    Weapon 1

    Traits
    Polearm
    Melee
    Slashing
    2-Handed
    Magic

    Check
    Strength
    Melee
    11

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

    Weapon 5
    Spoiler:
    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:
    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.

    Spell 2
    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 3
    Spoiler:
    Elemental Skin
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.

    Spell 4
    Spoiler:
    Locate Object
    Spell 1

    Traits
    Magic
    Acrance
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

    Powers
    Discard this card to examine cards in your location deck until you find a boon. Encounter that boon, then shuffle your location.
    After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

    Spell 5
    Spoiler:
    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.

    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:
    Elemental Brass Mail
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    12
    OR
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

    Armor 3
    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 4
    Spoiler:
    Canopic Wrap
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Knowledge
    Wisdom
    8

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

    Armor 5
    Spoiler:
    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:
    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 2
    Spoiler:
    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.

    Item 3
    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 4
    Spoiler:
    Brilliance of Ra
    Item B

    Traits
    Object
    Magic
    Ra
    Trigger

    Check
    Strength
    Knowledge
    Divine
    5

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

    Item 5
    Spoiler:
    Frost Staff
    Item B

    Traits
    Staff
    Attack
    Magic
    Cold

    Check
    Arcane
    Divine
    6

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

    Random Allies:
    Ally 1
    Spoiler:
    Tomb Artisan
    Ally 6

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    14

    Powers
    Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
    While displayed, when you display a scourge, bury this card.

    Ally 2
    Spoiler:
    Azaz Arafe and Zazu
    Ally 1

    Traits
    Human
    Evoker
    AND
    Animal

    Check
    Charisma
    Diplomacy
    Arcane
    Divine
    7

    Powers
    If you fail the check to acquire Azaz Arafe and Zazu, banish a card that has the Magic trait from your hand or discard pile.
    Recharge this card to examine the top card of your location deck.
    Discard this card to add the Magic trait to a combat check at your location, or to explore your location.

    Ally 3
    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 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:
    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 Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 2
    Spoiler:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Blessing 3
    Spoiler:
    Blessing of 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 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 5
    Spoiler:
    Blessing of Horus
    Blessing B

    Traits
    Divine
    Horus
    Electricity

    Check
    Divine
    6
    OR
    Dexterity
    Ranged
    7

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

    Turn: 4 Skizza/Greenclaw

    Top of Blessing Discard Pile: Blessing of Thoth

    Top Blessing:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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


    Blessings Remaining: 26
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 5 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 6 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 3 (Turn 7 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 8 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 5 (Turn 9 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 10 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 11 Grazzle)
    Spoiler:
    Grand Lodge's Favor
    Favor 6

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
    While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.

    Blessings Deck Card 8 (Turn 12 Skizza)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 9 (Turn 13 Adowyn)
    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 14 Athnul)
    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 11 (Turn 15 Grazzle)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 12 (Turn 16 Skizza)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 13 (Turn 17 Adowyn)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 14 (Turn 18 Athnul)
    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 19 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 20 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 21 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 22 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 23 Grazzle)
    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 20 (Turn 24 Skizza)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 21 (Turn 25 Adowyn)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 22 (Turn 26 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 23 (Turn 27 Grazzle)
    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 24 (Turn 28 Skizza)
    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 25 (Turn 29 Adowyn)
    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 30 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.

    Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Grazzle

    Eternal Arena Card 1 - Glacial Hunga Munga:
    Glacial Hunga Munga
    Weapon 6

    Traits
    Axe
    Ranged
    Piercing
    Cold
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength + 1d6 +2. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add your Strength or Melee skill to the check.

    Eternal Arena Card 2 - Fiendish Sphinx:
    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.

    Eternal Arena Card 3:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

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

    Eternal Arena Card 4:
    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.

    Eternal Arena Card 5:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Eternal Arena Card 6:
    Rhino Hide Armor
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.

    Eternal Arena Card 7:
    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.

    Eternal Arena Card 8:
    Devourer Assassin
    Villain Monster 6

    Traits
    Undead
    Rogue

    Check
    Divine
    Perception
    6
    THEN
    Combat
    28

    Powers
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.

    Eternal Arena Card 9:
    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.

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M:3 Ba:2 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1

    Ghoul Square Card 1:
    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.

    Ghoul Square Card 2:
    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.

    Ghoul Square Card 3:
    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.

    Ghoul Square Card 4:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Ghoul Square Card 5:
    Thousand Suns
    Barrier 6

    Traits
    Trap
    Obstacle
    Magic

    Check
    Intelligence
    Perception
    Arcane
    Disable
    18

    Powers
    If undefeated, each character at your location is dealt 1d8 Fire damage, then 1d8 Fire damage.

    Ghoul Square Card 6:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Ghoul Square Card 7:
    Kor-Ahn-Tuk
    Henchman Monster 5

    Traits
    Undead
    Mummy
    Gorgon

    Check
    Combat
    23

    Powers
    Kor-Ahn-Tuk is immune to the Mental and Poison traits. If the check to defeat has the Acid trait, add 1d8.
    Before you act, succeed at a Dexterity or Acrobatics 9 check; otherwise, bury a card from your hand, and you may not play cards during this encounter.
    After you act, if the check to defeat had the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghoul Square Card 8:
    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.

    Ghoul Square Card 9:
    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.

    Ghoul Square Card 10:
    Chakram of Ruin
    Weapon 6

    Traits
    Knife
    Ranged
    Slashing
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
    When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M:1 Ba:1 W:0 Sp:2 Ar:1 I:1 Al:1 Bl:2 ?:1
    Located here: Skizza

    Ruined Temple Card 1:
    Potion of Energy Resistance
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.

    Ruined Temple Card 2:
    Hungry Fog
    Barrier 3

    Traits
    Obstacle
    Magic
    Acid

    Check
    Wisdom
    Perception
    10

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

    Ruined Temple Card 3:
    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.

    Ruined Temple Card 4:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    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.

    Ruined Temple Card 5:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Ruined Temple Card 6:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Ruined Temple Card 7:
    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.

    Ruined Temple Card 8:
    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.

    Ruined Temple Card 9:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Ruined Temple Card 10:
    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.

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

    Mumia Lab Card 1:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Mumia Lab Card 2:
    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.

    Mumia Lab 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.

    Mumia Lab 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.

    Mumia Lab Card 5:
    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.

    Mumia Lab Card 6:
    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.

    Mumia Lab Card 7:
    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.

    Mumia Lab Card 8:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Mumia Lab 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.

    Mumia Lab Card 10:
    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.

    Vault of Hidden Wisdom
    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: Adowyn

    Scorched Obelisk
    At This Location: When you succeed at a check to defeat a bane by 4 or more, you are dealt 1d4 Electricity damage.
    When Closing: Succeed at a Constitution or Fortitude 9 check.
    When Permanently Closed: On closing, you are dealt 1 Electricity damage.
    M:3 Ba:2 W:1 Sp:0 Ar:0 I:0 Al:1 Bl:1 ?:1
    Located here: Athnul

    Scorched Obelisk Card 1:
    Sky Pharaoh's Fang
    Villain Monster 6

    Traits
    Undead
    Inquisitor
    Fire
    Trigger

    Check
    Combat
    32

    Powers
    When you examine this card, examine the top card of this location deck; if it is a boon, banish it. Then encounter this card.
    The Sky Pharaoh's Fang is immune to the Cold, Fire, Mental, and Poison traits. All damage dealt by the Sky Pharaoh's Fang is Fire damage.

    Scorched Obelisk Card 2:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Scorched Obelisk Card 3:
    Kafar
    Ally B

    Traits
    Human
    Rogue
    Aspis
    Trigger

    Check
    Wisdom
    Charisma
    Diplomacy
    9

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

    Scorched Obelisk Card 4:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Scorched Obelisk Card 5:
    Hanshepsu
    Monster 5

    Traits
    Construct

    Check
    Combat
    20

    Powers
    The Hanshepsu is immune to the Attack, Mental, and Poison traits.
    Before you act, roll 1d4:
    1. You are dealt 1d4 Poison damage.
    2. The difficulty to defeat is increased by 3
    3. Evade the Hanshepsu.
    4. Bury the top card of your deck.

    Scorched Obelisk Card 6:
    Sun Falcon
    Monster 1

    Traits
    Animal
    Fire

    Check
    Combat
    11

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

    Scorched Obelisk Card 7:
    Curse of the Netheshuun
    Barrier 6

    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Scorched Obelisk Card 8:
    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.

    Scorched Obelisk Card 9:
    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.


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

    Off Turn: Top deck Blessing of Alkenstar for Grazzle's check.
    Display Varanthe the Paralyzer
    Display Blessed Bullet
    Explore Ruined Temple

    Potion of Energy Resistance:

    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    4

    Powers
    Banish this card and choose a character at your location. Reduce Acid, Cold, Electricity, or Fire damage dealt to that character by 4.


    Auto acquire at Craft +4

    On the way out to deal with the assassin, Skizza decides to grab some protection. Not armor, of course. He hasn't gone crazy. A potion might not go astray, though...sure, protection from energy could come in handy.

    Discard Black Arrow Ranger to explore again.

    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.

    Recharge Masterwork Tools to auto defeat.

    Skizza's mysterious ranger companion heads out first into a thick, ominous mist. "Ahh, buddy, perhaps wait until that fog clears...whoah, mate, you OK? Hello...?"

    The man disappears into the thick mist and doesn't respond. Deep groaning sounds seemed to emanate from the fog. Skizza shrugs and can't help but marvel at his own quick thinking and quick reflexes which enabled him to avoid the same fate.

    End Turn. Reset Hand.

    Skizza wrote:

    Hand: Sniper Goggles, Blessing of the Grey Master, Blessing of the Savored Sting, Blessing of Sivanah, Enervating Pistol +3, Flaming Buckler Gun, Blessing of Alkenstar 2,

    Displayed: Varanthe the Paralyzer, Blessed Bullet,
    Deck: 13 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 [X]+3 [X]+4
    Disable: Dexterity +2
    Ranged: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d10 [X]+1 [X]+2 [X]+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. ([X] If you acquire the card you may banish it to explore your location.)
    [X] 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.
    [X] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.


    Off-turn: Discard Blessing of Erastil 2 for Grazzle check.

    Turn 5: Adowyn/Blessing of Osiris
    Move to Ghoul Square
    Explore Ghoul Square Card #1: Burglar's Buckler. Auto-acquire.

    A zombie underling hands Adowyn a buckler as she passes. Was this for her? She examines it closely. Yes, it seems to be in working order. Adowyn shrugs and dons it.

    Discard Elk to explore Ghoul Square Card #2: Bonecrusher Chieftain

    A gnoll renegade somehow break through the undead escort to drive at the party with a scimitar. Adowyn, rolls on her back, drawing her bow, and aims for his throat.

    Combat 18 to defeat Bonecrusher Chieftain, sadly discarding Humanbane Crossbow +2 because the Bonecrusher Chieftain makes me, and adding a d6 from the Elk: 1d10 + 7 + 1d10 + 2 + 1d6 ⇒ (4) + 7 + (6) + 2 + (6) = 25 TBD

    Reset hand and end turn.

    Adowyn wrote:

    Hand: Named Bullet (acquired), Dwarf Allosaurus, Burglar's Buckler (acquired), Wolverine, Bearskin Armor, Animal Call,

    Displayed: Leryn, Xandhul Bloodsbane III, Curse of Poisoning,
    Deck: 9 Discard: 5 Buried: 2
    Notes: Shirt reroll 4-5D? Already used, so no.
    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: [X] 6
    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.
    [X] You gain the skill: Disable: Dexterity +2

    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

    Crap, no weapon in hand.


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

    Discard BoGozreh for Grazzle's turn.

    Start turn. Hour is Elements. Explore Scorched O card 1: Sky Pharaoh's Fang. Fake villain is actually a henchman.
    Examine next card: Hollow Serpent. Undead, so recharge a card: mindblade, and encounter per Adventure power. Reveal BotML to evade.

    Back to Fang encounter. Reveal amulet. Recharge guard captain for punch power. Use a blessing each from Grazzle and Skizza
    Combat 32 (36) (38): 2d6 + 4 + 1d10 + 4 + 6 + 2d12 ⇒ (5, 1) + 4 + (3) + 4 + 6 + (10, 2) = 35 Defeated! No fire damage, but yes scourge
    Scourge: 1d10 ⇒ 9 Curse of Blindness
    Bury Tomb Artisan

    Attempt to close. Reveal Ring of Wave Walking and recharge BotML
    Fort 9: 3d10 + 3 + 3 ⇒ (5, 1, 5) + 3 + 3 = 17 Closed!
    Take 1 electric damage. Reveal ring of energy resistance to reduce to 0. Discard tea set.

    End turn. Reset hand, drawing 4

    Athnul wrote:

    Hand: Ring of Wave Walking, Ring of Energy Resistance, Amulet of Furious Fists, Heister, Vestments of False Faith, Blessing of Abadar, Canopic Jar,

    Displayed: Curse of Blindness ,
    Deck: 13 Discard: 1 Buried: 1
    "Notes: Ring adds 3 to a con/fort check. Wil use Vestments to acquire hour if it is lvl 6. Heister adds d12 vs local barriers.
    Use all but 1 blessing; Abadar bless x2 vs barriers"
    Current Location: Scorched Obelisk

    Skills and Powers:
    SKILLS

    Strength d6 [x]+1 [x]+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 ([x] plus the card's adventure deck number) 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.
    [x] Blessings played on your check to defeat a villain or henchman may add 1d12 instead of the normal die. ([x] You may recharge any such blessing you played instead of discarding it.)
    After failing a check to acquire, you may bury a card to add 2
    Die bumps: [ ], [ ], [ ], [ ], [ ]
    Shirt re-roll used for 4-6C: [ ]


    Discard Blessing of Nethys for Adowyn.
    Before Athnul ends her turn, display Eagle Aerie and then recharge Blessing of Nethys to move to Ghoul Square.

    Hour: Blessing of the Elements.

    Cast Restorative Touch to heal Adowyn for 1d4 + 1 ⇒ (3) + 1 = 4 cards and remove her Curse of Poisoning.

    Reveal Fortune-Teller for banes, and examine Ghoul Square: Aegis of Recovery. No luck.

    Explore: Aegis of Recovery
    Divine 12: 1d8 + 7 ⇒ (5) + 7 = 12 Acquired.

    Recharge Blessing of the All-Seeing Eye to examine top 2, reorder, and explore.
    1. Hollow Serpent. Undead, so recharge Fortune-Teller and encounter it.
    BYA, discard Aegis of Recovery.
    Cast Death's Touch.
    Combat 16: 1d8 + 7 + 2 + 3d6 + 3 ⇒ (5) + 7 + 2 + (4, 5, 4) + 3 = 30 Defeated.
    Hollow Serpent moves to 1d5 ⇒ 3: Mumia Lab.
    2. Thousand Suns
    Encounter Thousand Suns.
    Skizza playes BotSavoredSting 1d4 + 1d6 + 1d8 + 1d10 ⇒ (2) + (1) + (8) + (6) = 17 8.
    Athnul plays BoAbadar.
    Int 18: 1d4 + 2d4 + 8 ⇒ (1) + (2, 3) + 8 = 14 Shirt reroll the 1.

    Int 18: 1d4 + 2 + 3 + 8 ⇒ (3) + 2 + 3 + 8 = 16 [i]Use 2 die bumps to succeed.
    [/ooc]

    Cast Rejuvenation to heal 2d4 ⇒ (2, 3) = 5 cards: everything.
    Cast Channel the Gift to draw Rejuvenation.

    End of turn:
    Draw up to 8.

    Grazzle wrote:

    Skills and Powers:
    Skills

    STRENGTH d6 +1
    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 may 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: Death's Touch, Rejuvenation, Volcanic Storm, Aegis of Recovery, Cleric of Nethys, Fortune-Teller, Blessing of Maat, Blessing of Nethys
    Displayed: Eagle Aerie, Mortevia Strassel
    Deck: 14 Discard: 0 Buried: 3
    Notes: Shirt reroll not used in 4-6C. Die bumps: 1/6. Use cards/powers as needed.
    Rejuvenation:
    Rejuvenation
    Spell 6

    Traits
    Magic
    Divine
    Healing

    Checks
    Wisdom
    Divine
    14

    Powers
    Reveal this card and choose a character at your location to banish all cards displayed next to her that are scourges and/or have the Curse trait, then shuffle 2d4 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 16 check to recharge it instead.

    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 Nethys:
    Blessing of Nethys
    Blessing 2

    Traits
    Divine
    Nethys

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

    Eagle Aerie:
    Eagle Aerie
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    Display this card. While displayed, any character at your location may recharge a card at the end of a turn to move. You may discard this card to add 1d8 to a combat check at your location; if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Mortevia Strassel:
    Mortevia Strassel
    Monster/Henchman 6

    Traits
    Undead
    Ghast
    Soldier

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.


    During This Adventure: ADVENTURE 4-6: BLOOD LORD’S LAMENT
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6D: FACE OF FATALITY

  • Cohort: Guard Captain Marden Gilpher
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.
    Guard Captain Marden Gilpher:
    Guard Captain Marden Gilpher
    Cohort 6

    Traits
    Human
    Antipaladin

    Check

    Powers
    Reveal this card and recharge a card to add 1d8 to your combat or Fortitude check.
    Recharge this card to reduce damage dealt to you to 0.


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

    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:
    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:
    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 4
    Spoiler:
    Ecorche
    Monster 6

    Traits
    Undead

    Check
    Combat
    20

    Powers
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.

    Monster 5
    Spoiler:
    Bonecrusher Chieftain
    Monster 2

    Traits
    Bonecrusher
    Trigger
    Veteran

    Check
    Combat
    12

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

    Random Barriers:
    Barrier 1
    Spoiler:
    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:
    Curse of the Netheshuun
    Barrier 6

    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Barrier 3
    Spoiler:
    Corridor Dart Trap
    Barrier B

    Traits
    Trap
    Construct
    Veteran

    Check
    Dexterity
    Disable
    Stealth
    Perception
    6

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

    Barrier 4
    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 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:
    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 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:
    Dancing Scimitar +2
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    12

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

    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:
    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:
    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:
    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.

    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:
    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 5
    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.

    Random Armors:
    Armor 1
    Spoiler:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 2
    Spoiler:
    Gravewatcher Chain Mail
    Armor 6

    Traits
    Light Armor
    Magic
    Pharasma

    Check
    Constitution
    Fortitude
    Wisdom
    Divine
    13

    Powers
    Recharge this card to add a die to a check at your location that invokes the Undead trait or if a blessing that has the Pharasma trait was played on the check.
    Reveal this card to reduce all damage dealt to you by 3.
    Banish this card to reduce all damage dealt to you to 0. If proficient with light armors, bury it instead.
    If proficient with light armors, recharge this card to examine the top card of your deck.

    Armor 3
    Spoiler:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Armor 4
    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 5
    Spoiler:
    Canopic Wrap
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    Knowledge
    Wisdom
    8

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

    Random Items:
    Item 1
    Spoiler:
    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:
    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 3
    Spoiler:
    Ring of the Godless
    Item B

    Traits
    Accessory
    Magic

    Check
    Wisdom
    5

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

    Item 4
    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 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:
    Tomb Artisan
    Ally 6

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    14

    Powers
    Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
    While displayed, when you display a scourge, bury this card.

    Ally 2
    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 3
    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 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:
    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 Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessing 4
    Spoiler:
    Blessing of 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 5
    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.

    Turn: 8 Skizza/Greenclaw

    Top of Blessing Discard Pile: Blessing of Maat

    Top Blessing:
    Blessing of Maat
    Blessing 2

    Traits
    Divine
    Maat

    Check
    Divine
    6
    OR
    Constitution
    Fortitude
    10

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


    Blessings Remaining: 22
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 9 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 2 (Turn 10 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 11 Grazzle)
    Spoiler:
    Grand Lodge's Favor
    Favor 6

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
    While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.

    Blessings Deck Card 4 (Turn 12 Skizza)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 5 (Turn 13 Adowyn)
    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 14 Athnul)
    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 15 Grazzle)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 8 (Turn 16 Skizza)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 9 (Turn 17 Adowyn)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 10 (Turn 18 Athnul)
    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 11 (Turn 19 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 20 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 21 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 14 (Turn 22 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 23 Grazzle)
    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 16 (Turn 24 Skizza)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 17 (Turn 25 Adowyn)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 18 (Turn 26 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 19 (Turn 27 Grazzle)
    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 20 (Turn 28 Skizza)
    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 21 (Turn 29 Adowyn)
    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 30 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.

    Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1

    Eternal Arena Card 1 - Glacial Hunga Munga:
    Glacial Hunga Munga
    Weapon 6

    Traits
    Axe
    Ranged
    Piercing
    Cold
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength + 1d6 +2. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add your Strength or Melee skill to the check.

    Eternal Arena Card 2 - Fiendish Sphinx:
    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.

    Eternal Arena Card 3:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

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

    Eternal Arena Card 4:
    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.

    Eternal Arena Card 5:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Eternal Arena Card 6:
    Rhino Hide Armor
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.

    Eternal Arena Card 7:
    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.

    Eternal Arena Card 8:
    Devourer Assassin
    Villain Monster 6

    Traits
    Undead
    Rogue

    Check
    Divine
    Perception
    6
    THEN
    Combat
    28

    Powers
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.

    Eternal Arena Card 9:
    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.

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:2 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Adowyn, Grazzle

    Ghoul Square Card 1:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Ghoul Square Card 2:
    Kor-Ahn-Tuk
    Henchman Monster 5

    Traits
    Undead
    Mummy
    Gorgon

    Check
    Combat
    23

    Powers
    Kor-Ahn-Tuk is immune to the Mental and Poison traits. If the check to defeat has the Acid trait, add 1d8.
    Before you act, succeed at a Dexterity or Acrobatics 9 check; otherwise, bury a card from your hand, and you may not play cards during this encounter.
    After you act, if the check to defeat had the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghoul Square Card 3:
    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.

    Ghoul Square Card 4:
    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.

    Ghoul Square Card 5:
    Chakram of Ruin
    Weapon 6

    Traits
    Knife
    Ranged
    Slashing
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
    When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M:1 Ba:0 W:0 Sp:2 Ar:1 I:0 Al:1 Bl:2 ?:1
    Located here: Skizza

    Ruined Temple Card 1:
    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.

    Ruined Temple Card 2:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    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.

    Ruined Temple Card 3:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Ruined Temple Card 4:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Ruined Temple Card 5:
    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.

    Ruined Temple Card 6:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Ruined Temple Card 7:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Ruined Temple Card 8:
    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.

    Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1
    Notes: Hollow Serpent

    Mumia Lab Card 1:
    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.

    Mumia Lab Card 2:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Mumia Lab Card 3:
    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.

    Mumia Lab 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.

    Mumia Lab Card 5:
    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.

    Mumia Lab Card 6:
    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.

    Mumia Lab Card 7:
    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.

    Mumia Lab Card 8:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Mumia Lab Card 9:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Mumia Lab Card 10:
    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.

    Mumia Lab Card 11:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Vault of Hidden Wisdom
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

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


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

    Off Turn: Recharge Blessing of Alkenstar for Athnul's check.
    Off Turn: Discard (bury) Blessing of Savored Sting for Grazzle's check.

    Explore Ruined Temple

    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.


    Reveal Enervating Pistol +3. Reveal Sniper Goggles
    Combat (Ranged) 13: 1d10 + 6 + 1d8 + 3 + 4 ⇒ (2) + 6 + (6) + 3 + 4 = 21
    Combat (Ranged) 13: 1d10 + 6 + 1d8 + 3 + 4 ⇒ (8) + 6 + (7) + 3 + 4 = 28 Defeated!

    BANG!
    BANG!

    Skizza is startled as a greasy, two headed vulture swoops down towards him through the fallen roof of the temple. The bird's speed towards the ground actually increases as a bullet enters each of its heads. It makes a satisfying thud on the rocks when it lands that brings a wide smile to Skizza's face.

    End Turn. Reset Hand.

    Skizza wrote:

    Hand: Sniper Goggles, Blessing of the Grey Master, Ghostbane Shotgun +2, Blessing of Sivanah, Enervating Pistol +3, Flaming Buckler Gun, Lucky Rifle +2,

    Displayed: Varanthe the Paralyzer, Blessed Bullet,
    Deck: 11 Discard: 1 Buried: 1
    Notes: Use blessings as needed. Reroll used: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d10 [X]+1 [X]+2 [X]+3 [X]+4
    Disable: Dexterity +2
    Ranged: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d10 [X]+1 [X]+2 [X]+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. ([X] If you acquire the card you may banish it to explore your location.)
    [X] 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.
    [X] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.


    Off-turn: healed by Grazzle
    Card NOT healed: 1d5 ⇒ 4 Elk

    Turn 9: Adowyn/Blessing of Ra
    Explore Ghoul Square Card #1: Ammut
    I've got no weapon, so recharge Named Bullet to evade.
    One more try; discard Dwarf Allosaurus to explore random Ghoul Square card
    Next Ghoul Square Card: 1d5 ⇒ 4 Greatclub +1
    Strength 8 to acquire Greatclub +1, being first check of turn: 1d6 + 1d6 ⇒ (4) + (5) = 9 Acquired.

    Adowyn and Grazzle creep through the halls, narrowly avoiding a rather formidable-looking foe.

    Reset hand and end turn, discarding Greatclub +1 and Burglar's Buckler as free discards.

    Adowyn wrote:

    Hand: Blessing of Old Deadeye, Blessing of Erastil 2, Compass, Wolverine, Bearskin Armor, Animal Call,

    Displayed: Leryn, Xandhul Bloodsbane III,
    Deck: 11 Discard: 4 Buried: 2
    Notes: Blessings as needed. Shirt reroll 4-5D? Already used, so no.
    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: [X] 6
    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.
    [X] You gain the skill: Disable: Dexterity +2

    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

    Ugh, still no weapon in hand.


    During This Adventure: ADVENTURE 4-6: BLOOD LORD’S LAMENT
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6D: FACE OF FATALITY

  • Cohort: Guard Captain Marden Gilpher
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.
    Guard Captain Marden Gilpher:
    Guard Captain Marden Gilpher
    Cohort 6

    Traits
    Human
    Antipaladin

    Check

    Powers
    Reveal this card and recharge a card to add 1d8 to your combat or Fortitude check.
    Recharge this card to reduce damage dealt to you to 0.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Furies of the Drowned Desert
    Monster 6

    Traits
    Elemental
    Outsider
    Acid

    Check
    Combat
    21

    Powers
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Monster 2
    Spoiler:
    Ecorche
    Monster 6

    Traits
    Undead

    Check
    Combat
    20

    Powers
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.

    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:
    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 5
    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.

    Random Barriers:
    Barrier 1
    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 2
    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 3
    Spoiler:
    Tabe's Last Jest
    Barrier 6

    Traits
    Curse
    Lock
    Acid

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    15

    Powers
    If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.

    Barrier 4
    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 5
    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.

    Random Weapons:
    Weapon 1
    Spoiler:
    Staff of the Hooded Cobra
    Weapon 6

    Traits
    Staff
    Melee
    Bludgeoning
    2-Handed
    Magic

    Check
    Strength
    Melee
    14

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3; you may additionally discard this card to add another 1d12+3 and the Poison trait an you may use the result on any subsequent combat checks against the same bane.
    Reveal this card and discard a spell to prevent all combat or Poison damage dealt to you.

    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:
    Sling Staff +2
    Weapon 6

    Traits
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    12

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at any location.
    If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.

    Weapon 4
    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 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:
    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 2
    Spoiler:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 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:
    Acid Splash
    Spell B

    Traits
    Magic
    Arcane
    Acid
    Attack

    Check
    Intelligence
    Arcane
    4

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

    Spell 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:
    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 2
    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 3
    Spoiler:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 4
    Spoiler:
    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:
    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.

    Random Items:
    Item 1
    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 2
    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 3
    Spoiler:
    Wand of Scorching Ray
    Item 3

    Traits
    Wand
    Attack
    Fire
    Ranged
    Magic
    Arcane

    Check
    Intelligence
    Arcane
    8

    Powers
    For your combat check, bury this card to roll 4d6.
    After playing this card, succeed at an Arcane 8 check to recharge this card instead of burying it.

    Item 4
    Spoiler:
    Soul Stimulant
    Item 2

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    9

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

    Item 5
    Spoiler:
    Twitch Tonic
    Item B

    Traits
    Liquid
    Alchemical

    Check
    Intelligence
    Craft
    6

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

    Random Allies:
    Ally 1
    Spoiler:
    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:
    Sedja
    Ally 3

    Traits
    Animal

    Check
    Charisma
    Diplomacy
    11

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

    Ally 3
    Spoiler:
    Dredge
    Ally B

    Traits
    Halfling
    Rogue

    Check
    Charisma
    Diplomacy
    8

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

    Ally 4
    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 5
    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.

    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 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 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 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: 10 Athnul/eddiephlash

    Top of Blessing Discard Pile: Blessing of Isis

    Top Blessing:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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


    Blessings Remaining: 20
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 11 Grazzle)
    Spoiler:
    Grand Lodge's Favor
    Favor 6

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
    While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.

    Blessings Deck Card 2 (Turn 12 Skizza)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 3 (Turn 13 Adowyn)
    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 14 Athnul)
    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 5 (Turn 15 Grazzle)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 6 (Turn 16 Skizza)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 7 (Turn 17 Adowyn)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 8 (Turn 18 Athnul)
    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 19 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 20 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 11 (Turn 21 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 12 (Turn 22 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 13 (Turn 23 Grazzle)
    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 14 (Turn 24 Skizza)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

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

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 16 (Turn 26 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 17 (Turn 27 Grazzle)
    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 18 (Turn 28 Skizza)
    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 19 (Turn 29 Adowyn)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 20 (Turn 30 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.

    Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1

    Eternal Arena Card 1 - Glacial Hunga Munga:
    Glacial Hunga Munga
    Weapon 6

    Traits
    Axe
    Ranged
    Piercing
    Cold
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength + 1d6 +2. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add your Strength or Melee skill to the check.

    Eternal Arena Card 2 - Fiendish Sphinx:
    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.

    Eternal Arena Card 3:
    Ubashki
    Ally B

    Traits
    Undead
    Mummy

    Check
    Bury a card

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

    Eternal Arena Card 4:
    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.

    Eternal Arena Card 5:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Eternal Arena Card 6:
    Rhino Hide Armor
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.

    Eternal Arena Card 7:
    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.

    Eternal Arena Card 8:
    Devourer Assassin
    Villain Monster 6

    Traits
    Undead
    Rogue

    Check
    Divine
    Perception
    6
    THEN
    Combat
    28

    Powers
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.

    Eternal Arena Card 9:
    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.

    Ghoul Square
    At This Location: When you defeat a non-villain, non-henchman monster that has the Undead trait, shuffle it into a random other location deck.
    When Closing: Bury an ally or suffer the scourge Curse of the Ravenous.
    When Permanently Closed: No effect.
    M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
    Located here: Adowyn, Grazzle
    Notes: Ammut

    Ghoul Square Card 1:
    Kor-Ahn-Tuk
    Henchman Monster 5

    Traits
    Undead
    Mummy
    Gorgon

    Check
    Combat
    23

    Powers
    Kor-Ahn-Tuk is immune to the Mental and Poison traits. If the check to defeat has the Acid trait, add 1d8.
    Before you act, succeed at a Dexterity or Acrobatics 9 check; otherwise, bury a card from your hand, and you may not play cards during this encounter.
    After you act, if the check to defeat had the Melee trait, you are dealt 1d6 Combat damage.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Ghoul Square Card 2:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Ghoul Square Card 3:
    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.

    Ghoul Square Card 4:
    Chakram of Ruin
    Weapon 6

    Traits
    Knife
    Ranged
    Slashing
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
    When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M:0 Ba:0 W:0 Sp:2 Ar:1 I:0 Al:1 Bl:2 ?:1
    Located here: Skizza

    Ruined Temple Card 1:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    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.

    Ruined Temple Card 2:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Ruined Temple 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.

    Ruined Temple Card 4:
    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.

    Ruined Temple Card 5:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Ruined Temple Card 6:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Ruined Temple Card 7:
    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.

    Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1
    Notes: Hollow Serpent

    Mumia Lab Card 1:
    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.

    Mumia Lab Card 2:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Mumia Lab Card 3:
    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.

    Mumia Lab 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.

    Mumia Lab Card 5:
    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.

    Mumia Lab Card 6:
    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.

    Mumia Lab Card 7:
    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.

    Mumia Lab Card 8:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Mumia Lab Card 9:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Mumia Lab Card 10:
    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.

    Mumia Lab Card 11:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Vault of Hidden Wisdom
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

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


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

    Off turn, discard Bo Abadar for Grazzle's check

    Athnul starts her hour of Isis at the scorched Obelisk. Due to being blinded in her earlier encounter, she stumbles around for a long time, and the hour passes.
    She is about to give up, being lost, when she is approached by a messenger from the Grand Lodge, who brings news of the other areas.

    Curse of Blindness causes next hour to be discarded. GLF allows examination of all top cards. Do so, ignoring Eternal Arena as it is known, and examining the rest in increasing order of the number of remaining monsters, ie Temple->Square->Lab.
    Ruined Temple: Catching Cape.
    Ghoul Square: Kor-Ahn-Tuk. Undead, so Adventure power forces a recharge and encounter.
    Recharge RoWW.

    KorAhnTuk encounter. No top card to examine. BYA. Use a blessing from Adowyn
    Dex 9: 2d6 ⇒ (5, 1) = 6
    Use Grazzle's Maat to add 3 for a success! For combat, reveal amulet and recharge vestments for punch power.
    Combat 23 (29): 3d6 + 4 + 1d10 + 4 + 5 ⇒ (3, 5, 6) + 4 + (7) + 4 + 5 = 34 Success!
    Check had Melee trait, so take combat damage: 1d6 ⇒ 2, discard Heister and Jar.

    Attempt to close, take Curse of the Ravenous and Ghoul Square is closed!

    Back to examining. Might as well finish it off with the Mumia Lab. Top card: Elder Ice Elemental. Not undead, so no forced encounter, but still gross. After examining, use remaining Favor effect to recharge random ally (only 1, Heister) from discards.

    Blessing/Hour phase of turn is over. Movement phase, move to Eternal Arena. Grazzle casts Rejuvenation to remove my scourges, and heal: 2d4 ⇒ (1, 4) = 5 cards, bringing things back to full.

    Use Free explore on top card of EA: Glacial Hunga Munga. Use Grazzle's Blessing of the Grey Master to add 2 dice.
    Melee 13: 3d6 + 4 ⇒ (3, 6, 5) + 4 = 18 Acquired!

    End turn. Recharge Hunga Munga to use Eagle Aerie's power to move to Mumia Lab. Reset hand, drawing 5

    Athnul wrote:

    Hand: Ring of Energy Resistance, Amulet of Furious Fists, Blessing of Droskar, Vestments of False Faith, Blessing of the Vaultmaster, Karyukai Tea Set, Entice,

    Displayed:
    Deck: 15 Discard: 0 Buried: 1
    Current Location: Mumia Lab

    Display Tea set

    Athnul wrote:

    Hand: Ring of Energy Resistance, Amulet of Furious Fists, Blessing of Droskar, Vestments of False Faith, Blessing of the Vaultmaster, Entice,

    Displayed: Karyukai Tea Set,
    Deck: 15 Discard: 0 Buried: 1
    Notes: Will use Vestments to acquire hour if it is lvl 6. Tea set adds d8 against local poison cards and wis non combat checks against monsters, and reduces local poison damage by 2.
    Use all but 1 blessing; Vaultmaster bless x2 against barriers, Droskar bless x2 on BYA/AYA checks
    Current Location: Mumia Lab

    Skills and Powers:
    SKILLS

    Strength d6 [x]+1 [x]+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 ([x] plus the card's adventure deck number) 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.
    [x] Blessings played on your check to defeat a villain or henchman may add 1d12 instead of the normal die. ([x] You may recharge any such blessing you played instead of discarding it.)
    After failing a check to acquire, you may bury a card to add 2
    Die bumps: [ ], [ ], [ ], [ ], [ ]
    Shirt re-roll used for 4-6D: [ ]


    Off-turn: Recharge Aegis of Recovery on Skizza's turn to move to Eternal Arena.
    Discard BoMaat for Athnul.
    Recharge Rejuvenationfor Athunul.

    Hour: BotAncients

    Explore EA 2: Fiendish Sphinx
    Discard Blessing of Nethys
    Divine 12: 1d8 + 7 + 1d8 ⇒ (6) + 7 + (1) = 14 Defeated.

    Recharge Cleric of Nethys to examine top two, reorder, then explore.
    EA 3: Ubashki Undead ally, so recharge Fortune-Teller and encounter it.
    Bury Volcanic Storm to acquire.

    EA 4: Caravan Raider
    Explore Caravan Raider.
    Cast Death's Touch
    Combat 9+##=21: 1d8 + 7 + 2 + 3d6 + 3 ⇒ (3) + 7 + 2 + (6, 6, 3) + 3 = 30 Defeated.

    Recovery: recharge all my spells.
    Reset: Draw up to 8.

    Grazzle wrote:

    Skills and Powers:
    Skills

    STRENGTH d6 +1
    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 may 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: Cloudburst, Divine Blaze, Wand of Flying, Ubashki, Blessing of Abadar, Blessing of Nethys, Blessing of Qi Zhong, Blessing of the Ancients
    Displayed: Eagle Aerie, Mortevia Strassel
    Deck: 12 Discard: 2 Buried: 4
    Notes: Shirt reroll not used in 4-6C. Die bumps: 1/6. Use cards/powers as needed.
    Wand of Flying:
    Wand of Flying
    Item 3

    Traits
    Wand
    Magic
    Arcane
    Divine

    Checks
    Intelligence
    Knowledge
    Wisdom
    Divine
    10

    Powers
    Bury this card to examine the top card of up to 2 location decks, then a character at your location may move. You may not play this card during an encounter.
    After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying 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 Nethys:
    Blessing of Nethys
    Blessing 5

    Traits
    Divine
    Nethys

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

    Blessing of 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.

    Eagle Aerie:
    Eagle Aerie
    Spell 5

    Traits
    Magic
    Arcane
    Divine

    Checks
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    Display this card. While displayed, any character at your location may recharge a card at the end of a turn to move. You may discard this card to add 1d8 to a combat check at your location; if you do not have either the Arcane or Divine skill, banish it instead; otherwise, you may succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    Mortevia Strassel:
    Mortevia Strassel
    Monster/Henchman 6

    Traits
    Undead
    Ghast
    Soldier

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.


    During This Adventure: ADVENTURE 4-6: BLOOD LORD’S LAMENT
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6D: FACE OF FATALITY

  • Cohort: Guard Captain Marden Gilpher
  • Treat the villains Sky Pharaoh’s Fang and Sensuret the Tribe-Eater as henchmen. When you defeat Sky Pharaoh’s Fang, Sensuret the Tribe Eater, or an Ossumental Swarm, you may immediately attempt to close the location that it came from.
  • When a bane that has the Undead trait is undefeated or you fail to acquire an ally or blessing, display the top card of the blessings deck next to the scenario. The combat difficulty to defeat the Devourer Assassin is increased by the number of displayed blessings.
    Guard Captain Marden Gilpher:
    Guard Captain Marden Gilpher
    Cohort 6

    Traits
    Human
    Antipaladin

    Check

    Powers
    Reveal this card and recharge a card to add 1d8 to your combat or Fortitude check.
    Recharge this card to reduce damage dealt to you to 0.


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

    Random Monsters:
    Monster 1
    Spoiler:
    Furies of the Drowned Desert
    Monster 6

    Traits
    Elemental
    Outsider
    Acid

    Check
    Combat
    21

    Powers
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    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:
    Sard
    Monster 6

    Traits
    Plant
    Electricity
    Poison

    Check
    Combat
    23

    Powers
    The Sard is immune to the Electricity, Mental and Poison traits.
    After you act, each character at this location is dealt 1d4+1 Electricity damage, then 1d4 Poison 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:
    Cenovath Swarm
    Monster 5

    Traits
    Swarm
    Vermin
    Mental
    Poison

    Check
    Combat
    18

    Powers
    Before you act, bury a random ally from your hand and you are dealt Mental damage equal to its adventure deck number that cannot be reduced.
    If you do not defeat the Cenovath Swarm by at least 4, shuffle it into its deck; it 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:
    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 3
    Spoiler:
    Word of Ra
    Barrier 6

    Traits
    Lock
    Trap
    Fire

    Check
    Dexterity
    Disable
    Stealth
    17

    Powers
    If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.

    Barrier 4
    Spoiler:
    Polymorph Gas
    Barrier 6

    Traits
    Curse
    Trap
    Magic
    Poison

    Check
    Intelligence
    Perception
    Constitution
    Fortitude
    14

    Powers
    If undefeated, recharge your hand, then draw the scourge Curse of the Mummy from the box.

    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:
    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:
    Frost Sling +1
    Weapon 1

    Traits
    Sling
    Ranged
    Bludgeoning
    Magic

    Check
    Dexterity
    Ranged
    6

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

    Weapon 3
    Spoiler:
    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 4
    Spoiler:
    Dagger of Doubling
    Weapon 3

    Traits
    Knife
    Ranged
    Piercing
    Magic

    Check
    Dexterity
    Ranged
    10

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

    Weapon 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:
    Good Omen
    Spell B

    Traits
    Magic
    Arcane
    Divine
    Mental
    Veteran

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    6

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

    Spell 2
    Spoiler:
    Elemental Skin
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.

    Spell 3
    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 4
    Spoiler:
    Sands of Time
    Spell 1

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    8

    Powers
    Display this card next to your location. While displayed, add 1 die to checks by characters at this location to defeat banes that have the Construct or Undead trait.
    When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may succeed at an Arcane or Divine 10 check to recharge it instead.

    Spell 5
    Spoiler:
    Lightning Bolt
    Spell 2

    Traits
    Magic
    Arcane
    Attack
    Electricity

    Check
    Intelligence
    Arcane
    8

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

    Random Armors:
    Armor 1
    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 2
    Spoiler:
    Mystic Silk Coat
    Armor 2

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 3
    Spoiler:
    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 4
    Spoiler:
    Khamsin Coat
    Armor 3

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    Armor 5
    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.

    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:
    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.

    Item 3
    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 4
    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 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:
    Hippopotamus Mud Elemental
    Ally 6

    Traits
    Elemental
    Acid

    Check
    Wisdom
    Survival
    14

    Powers
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check by a character at your location that invokes the Acid or Bludgeoning trait.
    Discard this card to explore your location. Add 2d6 to checks that invoke the Acid or Bludgeoning traits during this exploration.

    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:
    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.

    Ally 4
    Spoiler:
    Hippopotamus Mud Elemental
    Ally 6

    Traits
    Elemental
    Acid

    Check
    Wisdom
    Survival
    14

    Powers
    Put this card on top of your deck to reduce Acid, Electricity, or Fire damage dealt to you by 4.
    Put this card on top of your deck to add 1d6 to a check by a character at your location that invokes the Acid or Bludgeoning trait.
    Discard this card to explore your location. Add 2d6 to checks that invoke the Acid or Bludgeoning traits during this exploration.

    Ally 5
    Spoiler:
    Idorii
    Ally 1

    Traits
    Half-Elf
    Fighter

    Check
    Melee
    Charisma
    Diplomacy
    9

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of 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 Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    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 Ra
    Blessing B

    Traits
    Divine
    Ra
    Fire

    Check
    Divine
    6
    OR
    Strength
    Melee
    8

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

    Blessing 5
    Spoiler:
    Blessing of 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: 12 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: 17
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 13 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 2 (Turn 14 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 15 Grazzle)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 4 (Turn 16 Skizza)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 5 (Turn 17 Adowyn)
    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 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 7 (Turn 19 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 20 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 21 Adowyn)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 10 (Turn 22 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 23 Grazzle)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 12 (Turn 24 Skizza)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 13 (Turn 25 Adowyn)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 14 (Turn 26 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 15 (Turn 27 Grazzle)
    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 16 (Turn 28 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 29 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.

    Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M:2 Ba:0 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
    Located here: Grazzle

    Eternal Arena Card 1:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Eternal Arena Card 2:
    Rhino Hide Armor
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.

    Eternal Arena Card 3:
    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.

    Eternal Arena Card 4:
    Devourer Assassin
    Villain Monster 6

    Traits
    Undead
    Rogue

    Check
    Divine
    Perception
    6
    THEN
    Combat
    28

    Powers
    The Devourer Assassin is immune to the Mental and Poison traits.
    Before you act, all characters must attempt a Constitution or Fortitude 13 check. Characters who fail bury all allies and may not play cards during this encounter.
    If undefeated, bury the top 1d4 cards of your deck.

    Eternal Arena Card 5:
    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.

    Ghoul Square
    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: Adowyn,
    Notes: Ammut

    Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M:0 Ba:0 W:0 Sp:2 Ar:1 I:0 Al:1 Bl:2 ?:1
    Located here: Skizza

    Ruined Temple Card 1 - Catching Cape:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    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.

    Ruined Temple Card 2:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Ruined Temple 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.

    Ruined Temple Card 4:
    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.

    Ruined Temple Card 5:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Ruined Temple Card 6:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Ruined Temple Card 7:
    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.

    Mumia Lab
    At This Location: At the start of your turn, succeed at a Constitution 4 check or draw the scourge Curse of Withering from the box.
    When Closing: Summon and defeat the henchman Crawling Hands.
    When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:2 Al:1 Bl:0 ?:1
    Located here: Athnul,
    Notes: Hollow Serpent

    Mumia Lab Card 1 - Elder Ice Elemental:
    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.

    Mumia Lab Card 2:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Mumia Lab Card 3:
    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.

    Mumia Lab 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.

    Mumia Lab Card 5:
    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.

    Mumia Lab Card 6:
    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.

    Mumia Lab Card 7:
    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.

    Mumia Lab Card 8:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Mumia Lab Card 9:
    Elemental Mastery
    Spell 3

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    11

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

    Mumia Lab Card 10:
    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.

    Mumia Lab Card 11:
    Ossumental Swarm
    Henchman Monster 5

    Traits
    Undead
    Swarm

    Check
    Combat
    20

    Powers
    The Ossumental Swarm immune to the Mental and Poison traits.
    If the check to defeat has the Acid or Bludgeoning trait, add 1d8.
    If you do not defeat the Ossumental Swarm by at least 4, you are dealt 2 Cold damage.
    If the check to defeat the Ossumental Swarm exceeds 30, draw a random blessing from the box.

    Vault of Hidden Wisdom
    At This Location:
    When Closing:
    When Permanently Closed:
    M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
    Closed

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


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

    Off Turn: Discard (bury) Blessing of the Grey Master for Athnul.
    Explore Ruined Temple

    Catching Cape:

    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    4
    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.


    Auto Acquire at Craft +4

    Skizza spots a nice looking cloak hanging off some broken section of wall at the old temple. As armors go, this one was quite fetching. He tries it on for size before stashing it away in his pack.

    End Turn. Recharge Catching Cape. Reset Hand.

    Skizza wrote:

    Hand: Sniper Goggles, Blessing of Alkenstar 1, Ghostbane Shotgun +2, Blessing of Sivanah, Enervating Pistol +3, Flaming Buckler Gun, Lucky Rifle +2,

    Displayed: Varanthe the Paralyzer, Blessed Bullet,
    Deck: 11 Discard: 1 Buried: 2
    Notes: Use blessings as needed. Reroll used: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d10 [X]+1 [X]+2 [X]+3 [X]+4
    Disable: Dexterity +2
    Ranged: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d10 [X]+1 [X]+2 [X]+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. ([X] If you acquire the card you may banish it to explore your location.)
    [X] 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.
    [X] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.


    Off-turn: discard Blessing of Erastil for Athnul check.

    Turn 13: Adowyn/Blessing of Anubis
    Discard Animal Call to draw Monkey.
    With still no weapon in hand, will go join Skizza at Ruined Temple to maybe burn a card or two.
    Explore Ruined Temple card #1: Blessing of Ptah

    Adowyn moves to join Skizza, praying for guidance from the Green as she goes.

    Divine 11 to acquire Blessing of Ptah, adding d6 since it is the first check of the turn: 1d8 + 5 + 1d6 ⇒ (4) + 5 + (5) = 14 Acquired.

    The Green seems to be with her. She checks her compass and moves along.

    Discard Compass to explore Ruined Temple card #2: Acute Senses. Auto-acquire.
    Discard Wolverine to explore Ruined Temple card #3: Monstrous Physique. Auto-fail check to acquire.
    Reset hand and end turn.

    Adowyn wrote:

    Hand: Blessing of Old Deadeye, Monkey, Aspect of the Wolf, Humanbane Crossbow +2, Bearskin Armor, Blessing of Ptah (acquired),

    Displayed: Leryn, Xandhul Bloodsbane III,
    Deck: 9 Discard: 8 Buried: 2
    Notes: Blessings as needed. Shirt reroll 4-5D? Already used, so no.
    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: [X] 6
    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.
    [X] You gain the skill: Disable: Dexterity +2

    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

    Yay! Drew a weapon.


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

    Hour is Isis. SoT Location effect:
    Fort 4: 1d10 + 3 ⇒ (6) + 3 = 9 Auto success

    Explore lab 1: Elder Ice Elemental. Cast Entice to defeat the monster and put a random ally on top of the location.

    Discard BotD to explore new card 1, random ally 1: Hippopotamus Mud Elemental. Discard Vaultmaster to bless, and recharge vestments to recharge vaultmaster.
    Wis 14: 2d10 + 4 ⇒ (3, 8) + 4 = 15 Success!

    Discard Hippo to explore card 2: Hollow Serpent. Examine next card: Returning Throwing Axe +1, boon, so add d6 vs serpent. BYA discard random card: 1d2 ⇒ 1 Ring. For combat, reveal amulet, next card adds d6, recharge amulet for punch power, hippo adds 2d6, immune to poison, so tea set is inneffective.
    Combat 16: 6d6 + 4 + 1d10 + 4 + 4 ⇒ (6, 4, 3, 6, 5, 1) + 4 + (9) + 4 + 4 = 46 Auto success!

    End turn. Reset hand, drawing 7

    Athnul wrote:

    Hand: Blessing of Achaekek, Mindblade, Blessing of Abadar, Guard Captain Marden Gilpher , Zealot, Ring of Wave Walking, Canopic Jar,

    Displayed: Karyukai Tea Set,
    Deck: 11 Discard: 3 Buried: 1
    "Notes: Tea set adds d8 against local poison cards and wis non combat checks against monsters, and reduces local poison damage by 2. Ring adds 3 to a local con/fort non-acquisition check.
    Use all but 1 blessing; Abadar bless x2 vs barriers, Achaekek bless x2 vs story banes, zealot allows any of these to act as the hour."
    Current Location: Mumia Lab

    Skills and Powers:
    SKILLS

    Strength d6 [x]+1 [x]+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 ([x] plus the card's adventure deck number) 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.
    [x] Blessings played on your check to defeat a villain or henchman may add 1d12 instead of the normal die. ([x] You may recharge any such blessing you played instead of discarding it.)
    After failing a check to acquire, you may bury a card to add 2
    Die bumps: [ ], [ ], [ ], [ ], [ ]
    Shirt re-roll used for 4-6D: [ ]


    Hour: BoWadjet

    Discard top two cards (Shroud Cloak, Blessing of the All-Seeing Eye) to heal Adowyn for 5.

    Explore Eternal Arena: Ammut
    Cast Cloudburst. Discard Blessing of the Ancients.
    Combat 24: 1d8 + 7 + 2 + 3d6 + 1d8 ⇒ (8) + 7 + 2 + (1, 5, 6) + (4) = 33 Defeated.

    Discard Blessing of Qi Zhong to heal: Shroud Cloak and explore: Rhino Hide Armor
    Discard Blessing of Abadar, asking Skizza to discard Blessing of Sivannah.
    Con 12: 1d8 + 1d8 + 1d8 ⇒ (4) + (4) + (6) = 14 Acquired.

    Recharge Blessing of Nethys to examine top two cards, reorder, and explore: Elder Ifreeti and Devourer Assassin.
    Devourer Assassin on top, and encounter it.

    Villain fight:

    Asking Skizza for Blessing of Alkenstar.
    1d4 + 1d6 + 1d8 + 1d10 ⇒ (4) + (4) + (1) + (4) = 13 +4.
    and Athunl for a blessing.

    Con 12: 1d8 + 1d8 + 4 ⇒ (2) + (4) + 4 = 10 Reroll the 2.
    Con 12: 1d8 + 2 + 4 ⇒ (7) + 2 + 4 = 13 Phew!
    Divine 6: 1d8 + 7 ⇒ (1) + 7 = 8
    Cast Divine Blaze.
    Combat 28: 1d8 + 7 + 2 + 4d8 ⇒ (5) + 7 + 2 + (8, 5, 8, 5) = 40 Defeated.


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

    Attempt to Guard. Summon Crawling Hands. Examine next card in location: Still Returning Throwing Axe +1, still a boon, still adds d6. Use Mindblade.
    Combat 13: 1d10 + 6 + 1d12 + 1d6 ⇒ (6) + 6 + (7) + (2) = 21 Success!

    Mumia Lab Guarded! I assume Skizza/Adowyn burried a blessing to guard the Temple, so victory??


    If it needs saying, Adowyn buries Blessing of Old Deadeye to guard.


    DEVELOPMENT:
    Although the guard captain had no compunction marching straight to Sellortia, neither did Nightcrescent’s devourer and its lackeys shy from meeting you in the city’s streets. What ensued were predictable but vicious battles, and ones you barely escaped alive, thanks in no small part to the merciless Guard Captain Marden Gilpher.

    With the devourer dispatched, however, the guard captain has exacted his revenge for his murdered guards. As soon as the shriveled undead creature’s body sloughs apart, Gilpher sneers in wicked delight. Without another word, he strides away, leaving you yet again alone in front of Blood Lord Stavros Nightcrescent’s home.

    You could leave, too. But, with his assassin vanquished and his defensive resources likely weakened, you figure that the best timeto strike against the vampire—and finally retrieve the Pathfinder Society’s relics—is now.

    SCENARIO REWARD:
    Each character chooses a type of boon other than loot and adds a card of that type that has an adventure deck number of 6 from the game box to the cards acquired during this scenario.
    PACS characters may choose a bonus deck upgrade.

    TIER REWARD:
    Characters who have completed their fourth scenario at their current tier gain a card feat.

    ACQUIRED CARDS:
    Weapon 6 Glacial Hunga Munga
    Weapon 2 Greatclub +1
    Spell B Acute Senses
    Spell 5 Named Bullet
    Armor 5 Aegis of Recovery
    Armor 1 Burglar's Buckler
    Armor B Catching Cape
    Armor 6 Rhino Hide Armor
    Item B Potion of Energy Resistance
    Ally 6 Hippopotamus Mud Elemental
    Ally B Ubashki
    Blessing 6 Blessing of Ptah


    4-6E: REVENANT COURT REVEALED
    You’ve been here before, you whisper over and over, like a mantra to convince yourself that no monster lurks in the darkness ahead. You’ve infiltrated Sellortia’s looming halls before, crawling over its gargoyle-clad parapets to avoid searing traps, ducking in and out of alcoves past monstrous guardians made of flesh and stitches. This time you know the manor’s defensive secrets, and you’re determined to outwit them.

    But this time, you don’t have the backing of powerful Bellator Mortus guards. And this time, you’re keen to avoid the manor’s master, a vampire Blood Lord. Stavros Nightcrescent is an evil of practically mythic proportions, yet he is a tiny speck of wickedness in the sea of depravity that is Mechitar. You’re simply here to sneak into Sellortia’s catacombs, find artifacts that belong to the Pathfinder Society, and escape this wretched nation once and for all.

    At first, the mission seems almost easy. You encounter virtually none of the minions you fought the last time you intruded upon Stavros’s home. You even manage to swipe a few powerful baubles, though you have yet to come upon the missing artifacts you seek.

    Then, you take a wrong turn, and you find yourself creeping into a darkened parlor. By the dim light of your flickering torch, you see shadowed stonework interspersed with swathes of crimson curtains. At the back of the grand room, his back turned to you, is an ephemeral man draped in onyx velveteen robes, his silky black hair cascading down broad shoulders toward a narrow waist.

    Your feet are not your own as your shuffle forward, ever silent and yet drawn by the magnetic presence of this beautiful and terrible being. He must be Stavros Nightcrescent, and his chanting is low and rhythmic. Your knowledge of the Infernal language is not great, but you can tell that Nightcrescent beseeches some powerful force. He’s offering it gifts he calls precious—fit to make his patroness a thousand newborn children. Nightcrescent stops chanting and a blast of impossibly hot, sulfuric air tears assaults you. Behind him opens a searing rift radiating unholy light, hatred, and fear.

    The time to contemplate what’s happening is gone, because Nightcrescent has turned, and his fangs are bared for your neck!

    VILLAIN:
    STAVROS NIGHTCRESCENT
    HENCHMEN:
    QUEEN NEFERUSET
    AIN-MEKH
    NAILAH
    PICASI
    HANDMAIDENS OF NAILAH
    LOCATIONS:
    1 CHISISEK'S TOMB
    1 CRYPT
    1 SEPULCHER OF THE SERVANT
    1 HALL OF THE CROCODILE KINGS
    2 FORGERY OF RA
    3 HALL OF WINGED CHAOS
    4 ETERNAL ARENA
    5 RUINED TEMPLE
    6 GHOUL SQUARE

    DURING THIS SCENARIO:

  • The difficulty to defeat banes that have the Undead trait is increased by 1d12.
  • When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/or discarding them from his hand or deck .
  • The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location.


  • During This Adventure: ADVENTURE 4-6: BLOOD LORD’S LAMENT
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6E: REVENANT COURT REVEALED

  • The difficulty to defeat banes that have the Undead trait is increased by 1d12.
  • When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/or discarding them from his hand or deck .
  • The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Monster 2
    Spoiler:
    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.

    Monster 3
    Spoiler:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Monster 4
    Spoiler:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 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:
    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.

    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:
    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 4
    Spoiler:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Barrier 5
    Spoiler:
    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:
    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.

    Weapon 2
    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 3
    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 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:
    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.

    Random Spells:
    Spell 1
    Spoiler:
    Acute Senses
    Spell B

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    4

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

    Spell 2
    Spoiler:
    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:
    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 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:
    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 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:
    Rhino Hide Armor
    Armor 6

    Traits
    Heavy Armor
    Magic

    Check
    Constitution
    Fortitude
    12

    Powers
    Recharge this card to add a die to your Constitution or Fortitude non-combat check.
    Reveal this card to reduce all 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 reroll a die on your Strength check; take the new result.

    Armor 3
    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 4
    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 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:
    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:
    Ring of Energy Resistance
    Item 6

    Traits
    Accessory
    Magic

    Check
    Constitution
    Fortitude
    8
    OR
    Intelligence
    Arcane
    9

    Powers
    Reveal this card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 4.

    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:
    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 5
    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.

    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:
    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 3
    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 4
    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 5
    Spoiler:
    Marianix Karn
    Ally B

    Traits
    Human
    Aspis
    Sage

    Check
    Charisma
    Diplomacy
    9

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

    Random Blessings:
    Blessing 1
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    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 the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 4
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessing 5
    Spoiler:
    Blessing of 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.

    Turn: 0

    Blessings Remaining: 0
    Blessings Deck

    Blessings Deck Cards/Turn Order:

    Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M:4 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M:2 Ba:2 W:1 Sp:0 Ar:2 I:1 Al:0 Bl:1 ?:

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:

    Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:

    Forgery of Ra
    At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
    When Closing: You are dealt 1d6 Fire damage.
    When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
    M:2 Ba:3 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:

    Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:

    Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:


  • Grazzle will go to trade with Naheeba.


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

    From deck upgrades, Isiem replaces Dreamstalker.
    Will visit Deek.
    Willing to start at Eternal Arena if nobody else is.


    Adowyn will start at Hall of the Crocodile Kings, I guess.

    Deek.


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

    Skizza will visit Deek
    Skizza will start at: Hall of Winged Chaos


    Naheeba:

    Random Spell:
    Canopic Conversion
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; you may discard this card to add twice the monster's adventure deck number and the Undead trait to a check.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding 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.

    Deek:

    Random Item:
    Scarab of Khepri
    Item 6

    Traits
    Object
    Magic
    Khepri

    Check
    Wisdom
    Survival
    10

    Powers
    Reveal this card to add a die to your checks against a card that has the Animal trait.
    Reveal this card and recharge a card that has the Animal trait to add 1d6 to any Survival check.
    Bury this card to add 1d8 and the Poison trait to your combat check.

    Random Item:
    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.

    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.

    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.


    Deck Upgrade: Fire Snake replaces Eagle Aerie
    Swap: Mythopoeic Sphinx replaces Crystal Ball
    Blessing Swap: Blessing of Maat replaces Blessing of Qi Zhong
    Trade (Naheeba): none
    Trade (Sunburst Market): Blessing of the Ancients replaces Short Spear +3
    Henchmen Cohort: Mortevia Strassel
    Starting at: Crypt

    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 may 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: Cloudburst, Shield Cloak, Shroud Cloak, Mythopoeic Sphinx, Wand of Flying, Blessing of Maat, Blessing of the All-Seeing Eye, Blessing of the Ancients
    Displayed: Mortevia Strassel
    Deck: 14 Discard: 0 Buried: 3
    Hero Points: 4 Shirt Reroll Available (4-6E): Yes
    Notes: Use cards/powers as needed.
    Wand of Flying:
    Wand of Flying
    Item 3

    Traits
    Wand
    Magic
    Arcane
    Divine

    Checks
    Intelligence
    Knowledge
    Wisdom
    Divine
    10

    Powers
    Bury this card to examine the top card of up to 2 location decks, then a character at your location may move. You may not play this card during an encounter.
    After playing this card, you may succeed at an Arcane or Divine 12 check to recharge this card instead of burying 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.

    Blessing of the All-Seeing Eye:
    Blessing of the All-Seeing Eye
    Blessing 6

    Traits
    Divine
    Nethys

    Checks
    Wisdom
    Perception
    10
    or
    Divine
    8

    Powers
    Discard this card to add 1 die to any check.
    On your check, after the roll, recharge this card to add or subtract 2 from the result.
    Discard this card to examine the top 2 cards of your location deck and put them back in any order at the top or bottom of the location deck, then explore your location.
    After you play this card, if the top card of the blessings discard pile has the Nethys trait, recharge this card instead of discarding it.

    Mortevia Strassel:
    Mortevia Strassel
    Monster/Henchman 6

    Traits
    Undead
    Ghast
    Soldier

    Powers
    Mortevia Strassel is immune to the Mental and Poison traits.
    Before you act, recharge a random card.
    If defeated, display this card. While displayed, you may recharge a random card to reduce all damage dealt to you by 2. If you are at the location Ghoul Square, you may choose the card.


    During This Adventure: ADVENTURE 4-6: BLOOD LORD’S LAMENT
    Loot List || Summoned Banes || Traders

  • The scourge die is 1d10.
  • When creating the blessings deck, replace 1 blessing with the favor Grand Lodge’s Favor.
  • When you examine a non-villain card that has the Undead trait from a location deck, recharge a card, then encounter the card you examined.
  • If the result of your check to defeat a card that has the Undead trait does not exceed the difficulty by 6 or more, suffer a scourge.

    During This Scenario: 4-6E: REVENANT COURT REVEALED

  • The difficulty to defeat banes that have the Undead trait is increased by 1d12.
  • When you encounter the villain Stavros Nightcrescent, before you act, each character other than Nyctessa rolls 1d4+1 and removes that number of cards by burying them from his discard pile and/or discarding them from his hand or deck .
  • The first time you would defeat Stavros Nightcrescent, he is undefeated; instead of checking to see whether he escapes, shuffle him into a stack with a number of monsters from the box equal to the number of other open locations, then shuffle 1 card from that stack into each open location.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Random Monsters:
    Monster 1
    Spoiler:
    Mummy Lord
    Monster 6

    Traits
    Undead
    Mummy

    Check
    Combat
    23

    Powers
    The Mummy Lord is immune to the Cold, Electricity, Mental, and Poison traits.
    Before you act, summon and encounter a random monster that has the Undead trait from the box.
    If undefeated, after you act, bury your discard pile, then shuffle this card into a random open location.

    Monster 2
    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 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:
    Ubashki Swarm
    Monster 1

    Traits
    Undead
    Mummy
    Swarm
    Trigger

    Check
    Combat
    8
    THEN
    Combat
    8

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

    Monster 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:
    Tabe's Last Jest
    Barrier 6

    Traits
    Curse
    Lock
    Acid

    Check
    Intelligence
    Perception
    Dexterity
    Disable
    15

    Powers
    If defeated, you may draw 1 random spell, 1 random item and 1 random blessing from the box; if you do, each character at your location is dealt 1d6 Acid damage.

    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:
    Poison Spiked Pit Trap
    Barrier 1

    Traits
    Trap
    Poison
    Veteran

    Check
    Wisdom
    Perception
    8
    OR
    Dexterity
    Acrobatics
    10

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

    Barrier 4
    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 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:
    Dancing Scimitar +2
    Weapon 6

    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Check
    Strength
    Melee
    12

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

    Weapon 2
    Spoiler:
    Sling Staff +2
    Weapon 6

    Traits
    Sling
    Staff
    Ranged
    Bludgeoning
    2-Handed
    Magic

    Check
    Dexterity
    Ranged
    12

    Powers
    For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6+2; you may additionally discard this card to add your Strength or Melee skill.
    If proficient with weapons, you may discard this card and banish an item that has the Alchemical trait to add 2d6 and that item's traits to a combat check by a character at any location.
    If proficient with weapons, you may recharge this card to give an item that has the Alchemical or Liquid trait to another character.

    Weapon 3
    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 4
    Spoiler:
    Glacial Hunga Munga
    Weapon 6

    Traits
    Axe
    Ranged
    Piercing
    Cold
    Magic

    Check
    Strength
    Melee
    13

    Powers
    For your combat check, reveal this card to use your Strength + 1d6 +2. You may additionally discard this card to add your Ranged skill.
    If proficient with weapons, reveal this card to ignore a non-villain, non-henchman monster's power that occurs before you act.
    When playing another weapon, you may discard this card to add your Strength or Melee skill to the check.

    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:
    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.

    Spell 2
    Spoiler:
    Elemental Skin
    Spell 4

    Traits
    Magic
    Arcane
    Divine

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    12

    Powers
    Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.

    Spell 3
    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 4
    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.

    Spell 5
    Spoiler:
    Canopic Conversion
    Spell 6

    Traits
    Magic
    Arcane
    Divine
    Attack

    Check
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    For your combat check against a monster that does not have the Undead trait, discard this card to use your Arcane or Divine skill + 5d6. If you defeat and would banish the monster, display this spell and display the monster on this spell; you may discard this card to add twice the monster's adventure deck number and the Undead trait to a check.
    After discarding this card for its power, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 16 check to recharge this card instead of discarding it.

    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:
    Elemental Brass Mail
    Armor 6

    Traits
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    12
    OR
    Intelligence
    Arcane
    Wisdom
    Divine
    14

    Powers
    Reveal this card to reduce Combat damage dealt to you by 3.
    Recharge this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, recharge this card to add a die to your check that has the Acid, Cold, Electricity, Fire, or Poison trait.

    Armor 3
    Spoiler:
    Khamsin Coat
    Armor 3

    Traits
    Clothing
    Light Armor
    Magic

    Check
    Constitution
    Fortitude
    8

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

    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:
    Catching Cape
    Armor B

    Traits
    Clothing
    Light Armor
    Offhand
    Magic

    Check
    Constitution
    Fortitude
    3
    OR
    Craft
    Knowledge
    5

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

    Random Items:
    Item 1
    Spoiler:
    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 2
    Spoiler:
    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.

    Item 3
    Spoiler:
    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.

    Item 4
    Spoiler:
    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.

    Item 5
    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.

    Random Allies:
    Ally 1
    Spoiler:
    Sehela
    Ally 6

    Traits
    Undead
    Ghost
    Incorporeal
    Alchemist

    Check
    Charisma
    Diplomacy
    15

    Powers
    Display this card. While displayed, you may add 1d6 to Craft, Disable, and Perception checks by any character at your location.
    While displayed, when you display a scourge, bury this card.

    Ally 2
    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 3
    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 4
    Spoiler:
    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.

    Ally 5
    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.

    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 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 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 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.

    Turn: 1 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: 29
    Blessings Deck
    Blessings Deck Cards/Turn Order:
    Blessings Deck Card 1 (Turn 2 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 2 (Turn 3 Athnul)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 3 (Turn 4 Grazzle)
    Spoiler:
    Blessing of Abadar
    Blessing B

    Traits
    Divine
    Abadar

    Check
    Dexterity
    Disable
    6
    OR
    Divine
    5

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

    Blessings Deck Card 4 (Turn 5 Skizza)
    Spoiler:
    Blessing of the Elements
    Blessing B

    Traits
    Basic

    Check
    Strength
    Dexterity
    Constitution
    Intelligence
    Wisdom
    Charisma
    6

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

    Blessings Deck Card 5 (Turn 6 Adowyn)
    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 7 Athnul)
    Spoiler:
    Blessing of Pharasma
    Blessing B

    Traits
    Divine
    Pharasma

    Check
    Intelligence
    Arcane
    Divine
    5

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

    Blessings Deck Card 7 (Turn 8 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 9 Skizza)
    Spoiler:
    Blessing of Ptah
    Blessing 6

    Traits
    Divine
    Ptah

    Check
    Divine
    11

    Powers
    On your turn, if the top card of the blessings discard pile is a blessing, bury this card to encounter that card.
    Discard this card to add 2 dice to any Craft check or check that invokes the Construct or Obstacle trait.
    Discard this card to explore your location. During this exploration, add a die to your checks to defeat a barrier that has the Obstacle trait.
    After you play this card, if it matches the top card of the blessings discard pile, recharge a random card from your discard pile.

    Blessings Deck Card 9 (Turn 10 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 11 Athnul)
    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 Grazzle)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 12 (Turn 13 Skizza)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 13 (Turn 14 Adowyn)
    Spoiler:
    Grand Lodge's Favor
    Favor 6

    Traits

    Check

    Powers
    When this card is discarded from the blessings deck, you may examine the top card of any number of locations, then each character at your location may recharge a random ally from their discard pile.
    While this card is on top of the blessings discard pile, you may recharge any cards you would discard or bury as damage.

    Blessings Deck Card 14 (Turn 15 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 16 Grazzle)
    Spoiler:
    Blessing of Wadjet
    Blessing B

    Traits
    Divine
    Wadjet

    Check
    Divine
    5
    OR
    Intelligence
    Knowledge
    7

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

    Blessings Deck Card 16 (Turn 17 Skizza)
    Spoiler:
    Blessing of Isis
    Blessing 3

    Traits
    Divine
    Isis
    Acid

    Check
    Divine
    7
    OR
    Intelligence
    Craft
    11

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

    Blessings Deck Card 17 (Turn 18 Adowyn)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 18 (Turn 19 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 19 (Turn 20 Grazzle)
    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 20 (Turn 21 Skizza)
    Spoiler:
    Blessing of the Ancients
    Blessing B

    Traits
    Divine
    Basic

    Check
    Divine
    3

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

    Blessings Deck Card 21 (Turn 22 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 22 (Turn 23 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 23 (Turn 24 Grazzle)
    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 24 (Turn 25 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 25 (Turn 26 Adowyn)
    Spoiler:
    Blessing of Bastet
    Blessing B

    Traits
    Divine
    Bastet
    Gambling

    Check
    Divine
    6
    OR
    Stealth
    Disable
    Craft
    8

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

    Blessings Deck Card 26 (Turn 27 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 27 (Turn 28 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 28 (Turn 29 Skizza)
    Spoiler:
    Blessing of Thoth
    Blessing 1

    Traits
    Divine
    Thoth
    Cold

    Check
    Divine
    6
    OR
    Wisdom
    Knowledge
    10

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

    Blessings Deck Card 29 (Turn 30 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.

    Chisisek's Tomb
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits; all damage dealt by them is Cold damage.
    When Closing: Summon and defeat the henchman Theletos.
    When Permanently Closed: On closing, draw a random spell from the box.
    M:4 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:1 ?:1

    Chisisek's Tomb Card 1:
    Ain-Mekh
    Henchman Monster 6

    Traits
    Undead

    Check
    Combat
    30

    Powers
    Ain-Mekh is immune to the Mental and Poison traits.
    Before you act, succeed at a Wisdom or Knowledge 9 check or you are dealt 1d4 Mental damage that cannot be reduced, then Ain-Mekh is evaded.
    If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Chisisek's Tomb Card 2:
    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.

    Chisisek's Tomb 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.

    Chisisek's Tomb Card 4:
    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.

    Chisisek's Tomb Card 5:
    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.

    Chisisek's Tomb Card 6:
    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.

    Chisisek's Tomb Card 7:
    Guardian Thunderbirds
    Monster 6

    Traits
    Animal
    Electricity

    Check
    Combat
    22

    Powers
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.

    Chisisek's Tomb Card 8:
    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.

    Chisisek's Tomb Card 9:
    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.

    Chisisek's Tomb Card 10:
    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.

    Crypt
    At This Location: Add 3 plus the scenario's adventure deck number to the difficulty of checks against banes that have the Cold or Undead trait.
    When Closing: Succeed at a Wisdom or Divine check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw a random blessing from the box.
    M:2 Ba:2 W:1 Sp:0 Ar:2 I:1 Al:0 Bl:1 ?:1
    Located here: Grazzle

    Crypt Card 1:
    Blessing of Nethys
    Blessing B

    Traits
    Divine
    Nethys

    Check
    Wisdom
    Perception
    8
    OR
    Divine
    5

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

    Crypt Card 2:
    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.

    Crypt Card 3:
    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.

    Crypt Card 4:
    Handmaiden of Nailah
    Henchman Monster 6

    Traits
    Undead
    Incorporeal
    Trigger

    Check
    Combat
    20
    OR
    Divine
    15

    Powers
    When you examine this card, encounter it and ignore its power that happens after you act.
    The Handmaiden of Nailah is immune to the Mental and Poison traits.
    After you act, if your check to defeat did not have the Electricity or Magic traits, the Handmaiden of Nailah is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Crypt Card 5:
    Desert Trapper
    Monster B

    Traits
    Human
    Veteran

    Check
    Combat
    7

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

    Crypt Card 6:
    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.

    Crypt Card 7:
    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.

    Crypt Card 8:
    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.

    Crypt Card 9:
    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.

    Crypt Card 10:
    Ammut
    Monster 6

    Traits
    Outsider
    Fire

    Check
    Combat
    24

    Powers
    The Ammut is immune to the Fire and Poison traits.
    Before you act, each character at this location is dealt 1d4 Fire damage.
    If undefeated, draw the scourge Curse of the Mummy from the box.

    Sepulcher of the Servant
    At This Location: Monsters you encounter have the Undead trait and are immune to the Mental and Poison traits.
    When Closing: Bury a boon that has the Magic trait or draw the scourge Curse of Withering from the box.
    When Permanently Closed: No effect.
    M:3 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:0 Bl:2 ?:1

    Sepulcher of the Servant Card 1:
    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.

    Sepulcher of the Servant Card 2:
    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.

    Sepulcher of the Servant Card 3:
    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.

    Sepulcher of the Servant Card 4:
    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.

    Sepulcher of the Servant Card 5:
    Hollow Serpent
    Monster 6

    Traits
    Undead

    Check
    Combat
    16
    OR
    Stealth
    12

    Powers
    The Hollow Serpent is immune to the Mental and Poison traits. If the check to defeat has the Cold trait, add 1d8.
    Before you act, discard a random card. If it is an ally, the difficulty is increased by 3.
    While you act, other characters may not play cards. You may not play more than 1 card on the check to defeat.

    Sepulcher of the Servant Card 6:
    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.

    Sepulcher of the Servant Card 7:
    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.

    Sepulcher of the Servant Card 8:
    Handmaiden of Nailah
    Henchman Monster 6

    Traits
    Undead
    Incorporeal
    Trigger

    Check
    Combat
    20
    OR
    Divine
    15

    Powers
    When you examine this card, encounter it and ignore its power that happens after you act.
    The Handmaiden of Nailah is immune to the Mental and Poison traits.
    After you act, if your check to defeat did not have the Electricity or Magic traits, the Handmaiden of Nailah is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Sepulcher of the Servant Card 9:
    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.

    Sepulcher of the Servant Card 10:
    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.

    Hall of the Crocodile Kings
    At This Location: Add a die to all checks that invoke the Acid or Poison trait. All damage dealt at this location is Acid damage.
    When Closing: Summon and defeat the henchmen Acid Pool.
    When Permanently Closed: On closing, draw a random weapon that has the Magic trait from the box.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:1
    Located here: Adowyn

    Hall of the Crocodile Kings Card 1:
    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.

    Hall of the Crocodile Kings Card 2:
    Tomb Artisan
    Ally 6

    Traits
    Undead
    Ghost
    Incorporeal

    Check
    Charisma
    Diplomacy
    14

    Powers
    Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location.
    While displayed, when you display a scourge, bury this card.

    Hall of the Crocodile Kings 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.

    Hall of the Crocodile Kings 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.

    Hall of the Crocodile Kings Card 5:
    Burglar's Bracers
    Item B

    Traits
    Accessory
    Tool

    Check
    Intelligence
    Craft
    Disable
    6

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

    Hall of the Crocodile Kings Card 6:
    Nailah
    Henchman Monster 6

    Traits
    Undead
    Banshee
    Incorporeal
    Acid

    Check
    Combat
    22

    Powers
    Nailah is immune to the Mental and Poison traits. All damage dealt by Nailah is Acid damage.
    Before you act, each character at your location must succeed at a Constitution or Fortitude 8 check or that character is dealt 1d6 damage.
    If your check to defeat did not have the Acid or Electricity traits, Nailah is undefeated.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Hall of the Crocodile Kings Card 7:
    Blast Glyph
    Barrier 3

    Traits
    Trap
    Magic
    Cold
    Arcane
    Trigger

    Check
    Intelligence
    Arcane
    Knowledge
    10
    OR
    Wisdom
    12

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

    Hall of the Crocodile Kings Card 8:
    Word of Ra
    Barrier 6

    Traits
    Lock
    Trap
    Fire

    Check
    Dexterity
    Disable
    Stealth
    17

    Powers
    If undefeated, banish an ally that lists Diplomacy in its check to acquire; otherwise each character at your location is dealt 2d4 Fire damage.

    Hall of the Crocodile Kings Card 9:
    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.

    Hall of the Crocodile Kings Card 10:
    Guardian Thunderbirds
    Monster 6

    Traits
    Animal
    Electricity

    Check
    Combat
    22

    Powers
    The Guardian Thunderbirds are immune to the Electricity traits. All damage dealt by the Guardian Thunderbirds is Electricity damage. If your check to defeat has the Ranged trait, the difficulty is increased by 3.
    Before you act, a random character at your location is dealt 1d4 Electricity damage.

    Forgery of Ra
    At This Location: All monsters have and are immune to the Fire trait. All damage dealt is Fire damage.
    When Closing: You are dealt 1d6 Fire damage.
    When Permanently Closed: At the end of your turn, you may draw an armor from your bury pile.
    M:2 Ba:3 W:1 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1

    Forgery of Ra 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.

    Forgery of Ra Card 2:
    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.

    Forgery of Ra Card 3:
    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.

    Forgery of Ra Card 4:
    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.

    Forgery of Ra Card 5:
    Picasi
    Henchman Monster 4

    Traits
    Outsider
    Elemental
    Janni
    Monk

    Check
    Combat
    20
    THEN
    Combat
    16

    Powers
    Before you act, succeed at a Wisdom, Survival, Stealth or Perception 9 check or you are dealt 2 Combat damage.
    If your check to defeat has the Acid or Bludgeoning trait, add 1d6.
    If defeated, you may immediately attempt to close the location this henchman came from.

    Forgery of Ra Card 6:
    Curse of the Netheshuun
    Barrier 6

    Traits
    Curse
    Undead
    Cold
    Magic
    Trigger

    Check
    Wisdom
    Divine
    16
    OR
    Dexterity
    Disable
    17

    Powers
    When you examine this card, succeed at a Charisma or Diplomacy 10 check; otherwise, encounter this card.
    If undefeated, each character at your location is dealt 1d6 Cold damage, then draws a random scourge from the box.

    Forgery of Ra Card 7:
    Chakram of Ruin
    Weapon 6

    Traits
    Knife
    Ranged
    Slashing
    Acid
    Magic

    Check
    Dexterity
    Ranged
    13

    Powers
    For your combat check or a check against a barrier that has the Obstacle trait, reveal this card to use your Dexterity or Ranged Skill + 1d8+3; you may additionally discard this card to add 1d6+1.
    During your encounter, discard this card to ignore a non-villain monster’s power that happens before you act.
    When playing another weapon, you may discard this card to add 1d4+3 and the Acid trait to your combat check.

    Forgery of Ra Card 8:
    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.

    Forgery of Ra Card 9:
    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.

    Forgery of Ra Card 10:
    Ecorche
    Monster 6

    Traits
    Undead

    Check
    Combat
    20

    Powers
    The Ecorche is immune to the Mental and Poison traits.
    If undefeated, bury an armor, then draw the scourges Curse of Vulnerability and Curse of Withering from the box.

    Hall of Winged Chaos
    At This Location: All monsters have and are immune to the Electricity trait. All damage dealt is Electricity damage.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, draw and examine the villain Sandstorm from the box.
    At the end of your turn, you may shuffle a boon from your hand into this location, then open this location.
    M:2 Ba:3 W:0 Sp:0 Ar:0 I:2 Al:1 Bl:1 ?:1
    Located here: Skizza

    Hall of Winged Chaos Card 1:
    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.

    Hall of Winged Chaos Card 2:
    Queen Neferuset
    Henchman Monster 6

    Traits
    Undead
    Mummy
    Oracle
    Cold
    Trigger

    Check
    Combat
    27
    OR
    Divine
    20

    Powers
    Queen Neferuset is immune to the Fire, Mental, and Poison traits. All damage dealt by Queen Neferuset is Cold damage.
    If undefeated, examine the top card of your deck; if it does not have the Divine trait, bury the top 1d4 cards of your deck.
    If defeated, draw a random spell that has the Divine trait from the box.
    After the encounter, bury all weapons and armors played during the encounter.

    Hall of Winged Chaos Card 3:
    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.

    Hall of Winged Chaos Card 4:
    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.

    Hall of Winged Chaos Card 5:
    Tears of Death
    Item 6

    Traits
    Liquid
    Poison
    Alchemical

    Check
    Intelligence
    Craft
    13

    Powers
    Reveal this card to add 2d8 and the Acid, Cold, or Poison trait to your combat check using a weapon. Then succeed at a Craft or Disable 12 check; otherwise, you are dealt 1d4+1 Poison damage, then bury your discard pile.

    Hall of Winged Chaos Card 6:
    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.

    Hall of Winged Chaos Card 7:
    Baited Jewel Box
    Barrier B

    Traits
    Cache
    Lock
    Poison
    Trigger
    Veteran

    Check
    Disable
    6
    OR
    Craft
    8

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

    Hall of Winged Chaos Card 8:
    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.

    Hall of Winged Chaos Card 9:
    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.

    Hall of Winged Chaos Card 10:
    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.

    Eternal Arena
    At This Location: When you move during your move step you are dealt 1d6 Combat damage.
    When Closing: Summon and defeat a monster from the box.
    When Permanently Closed: On closing, recharge 1d4-1 random cards from your discard pile.
    M:4 Ba:1 W:1 Sp:1 Ar:1 I:0 Al:1 Bl:0 ?:1
    Located here: Athnul

    Eternal Arena Card 1:
    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.

    Eternal Arena Card 2:
    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.

    Eternal Arena Card 3:
    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.

    Eternal Arena Card 4:
    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.

    Eternal Arena Card 5:
    Stavros Nightcrescent
    Villain Monster 2

    Traits
    Undead
    Vampire
    Aristocrat

    Check
    Wisdom
    Charisma
    6
    THEN
    Combat
    16

    Powers
    Stavros Nightcrescent is immune to the Mental and Poison traits.
    While you act, before any character plays a card, that character must discard a card.
    If undefeated, bury your discard pile.

    Eternal Arena Card 6:
    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.

    Eternal Arena Card 7:
    Furies of the Drowned Desert
    Monster 6

    Traits
    Elemental
    Outsider
    Acid

    Check
    Combat
    21

    Powers
    The Fury may not be evaded, and is immune to the Acid, Mental, and Poison traits. All damage dealt by the Fury is Acid damage.
    Before you act, succeed at a Strength 9 check or you may only play 1 card on your check to defeat.

    Eternal Arena Card 8:
    Horn Lamellar
    Armor 6

    Traits
    Light Armor

    Check
    Constitution
    Fortitude
    10
    OR
    Intelligence
    Craft
    11

    Powers
    Recharge this card to reduce Combat damage dealt to you by 4 or reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you to 0.
    If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 12 check to recharge this armor instead.

    Eternal Arena Card 9:
    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.

    Eternal Arena Card 10:
    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.


  • Adowyn passes on Deek's wares.

    Adowyn wrote:

    Hand: Whip of Centipedes, Major Cure, Blessing of Erastil 1, Monkey, Elk, Animal Call,

    Displayed: Leryn, Xandhul Bloodsbane III,
    Deck: 15 Discard: 0 Buried: 0
    Notes: Shirt reroll 4-5E? Still available.
    Sideboard cards:

    Skills and Powers:
    SKILLS

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

    Favored Card Type: Ally
    Hand Size: [X] 6
    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.
    [X] You gain the skill: Disable: Dexterity +2

    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

    Fill Deck Hole with lvl 4 Spell: Entice.

    Pass at Deek (If the card lvl requirement weren't there...)

    Blessing Replacement: BotLoG in for Abadar.
    Loot: Cartouche of Protection in for Ring of Wave Walking
    If Skizza passes on Freed Soul, I'll take it, in for Secret Broker.

    Athnul wrote:

    Hand: Vestments of False Faith, Cartouche of Protection, Amulet of Furious Fists, Heister, Mindblade, Blessing of the Midnight Lord, Blessing of Gozreh,

    Displayed:
    Deck: 15 Discard: 0 Buried: 0
    Hero Points: 6
    NOTES:
    Available Support: Heister adds d12 vs a local barrier, Vestments will be played to acquire the hour if it is lvl 6
    Movement: Current: Eternal Arena, can't easily move
    Other: Blessings! Save me 1, but use the rest as needed: Gozreh bless x2 to close/guard, ML bless x2 on Con/Finesse

    Deck, Discard, Buried:

    Reloaded:
    Middle of Deck (Unknown Order): Ring of Energy Resistance, Blessing of Lamashtu, Blessing of the Vaultmaster, Secret Broker, Eyebiter, Karyukai Tea Set, Isiem, Blessing of Gorum, Entice, Blessing of Achaekek, Blessing of Maat, Blessing of Droskar, Zealot, Mask of Stolen Mien, Blessing of the Lady of Graves
    Recharged:
    Discard Pile:
    Buried Pile:

    Skills and Powers:
    SKILLS
    Strength d6 ☑ +1 ☑ +2 ☐ +3
    Melee: Str +2
    Dexterity d6 ☐ +1 ☐ +2
    Constitution d10 ☑ +1 ☐ +2
    Fortitude: Con + 2
    Intelligence d4 ☐ +1 ☐ +2
    Wisdom d10 ☑ +1 ☑ +2 ☑ +3 ☑ +4
    Perception: Wis + 2
    Charisma d6 ☐ +1 ☐ +2

    Favored Card: Blessing
    Hand Size: 5 ☑ 6 ☑ 7

    POWERS:
    For your Melee combat check, you may recharge a card to add your Wisdom skill (☑ plus the card's adventure deck number) 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. (☑ Then you may recharge that blessing to explore your location.)
    ☑ When you encounter a monster, you may examine the next card in your location deck; if it is a weapon or an armor (☑ or any boon), add 1d6 (☐ plus its adventure deck number) to your check to defeat that monster.
    ☑ Blessings played on your check to defeat a villain or a henchman add d12 instead of the normal die. (☐ You may recharge any such blessing you played instead of discarding it.)
    Shirt re-roll used for 4-6E: [ ]


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

    It is the hour of The Elements
    Display Blessed Bullet
    Display Sehela
    Explore Hall of Winged Chaos

    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.


    Discard Blessing of Abadar
    Intelligence 13: 3d10 + 3 ⇒ (4, 4, 7) + 3 = 18 Defeated!

    Skizza heads down the hall. He scoffs at a trap that he easily avoids. The only thing that is inevitable is that the clever rat will be too smart for this sort of nonsense!

    End Turn. Reset Hand.

    Skizza wrote:

    Hand: Black Arrow Ranger, Flaming Musket +2, Navigator Musket +1, Wayfinder, Sniper Goggles, Lucky Rifle +2, Blasting Pistol +2,

    Displayed: Blessed Bullet, Sehela,
    Deck: 13 Discard: 1 Buried: 0
    Notes: Use blessings as needed. Die Bumps: 4 Reroll used: N
    Sideboard cards:

    Skills and Powers:
    SKILLS

    Strength d4 [ ]+1
    Dexterity d10 [X]+1 [X]+2 [X]+3 [X]+4
    Disable: Dexterity +2
    Ranged: Dexterity +2
    Constitution d6 [ ]+1 [ ]+2
    Intelligence d10 [X]+1 [X]+2 [X]+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 [X]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. ([X] 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.
    [X] You may recharge a card that has the Alchemical or Firearm trait to evade your encounter.

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